Force Feedback Needs Improvement

  • Thread starter Thread starter wumpus
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Look down a few lines of the file on the FFB of GTR2, for example (rFactor or GTL could be, among others).

PC gaming has its advantages. When we are not satisfied, simply edit the file, and it is to be edited.

....
FFB Device Type="9" // Type of FFB controller: 0=none 1=wheel, 2=stick/custom, 3=rumble pad.
FFB Effects Level="2" // Number of FFB effects to use: 0=No Effects, 1=Low, 2=Medium, 3=High, 4=Full, 5=Custom.
FFB Gain="0.99000" // Strength of Force Feedback effects.
FFB Throttle FX on steer axis="1" // 0 = Throttle effects on throttle axis, 1 = throttle effects on steering axis.
FFB Brake FX on steer axis="1" // 0 = Brake effects on brake axis, 1 = brake effects on steering axis.
FFB steer vibe freq mult="0.20000" // Controls frequency of steering vibration. Recommended: 0.5 to 1.0, 0.0 disables steering vibration.
FFB steer vibe zero magnitude="0.00000" // Magnitude of steering vibration at 0mph (reference point).
FFB steer vibe slope="0.00000" // Slope of line defining magnitude as a function of frequency (used with FFB steer vibe zero magnitude).
FFB steer vibe wave type="0" // Type of wave to use for vibe: 0=Sine, 1=Square, 2=Triangle, 3=Sawtooth up, 4=Sawtooth down.
FFB steer force average weight="0.50000" // How much weight is given to new steering force calculations each frame (0.01 - 1.0). Lower values will smooth out the steering force, but will also add latency.
FFB steer force exponent="0.80000" // Steering force output "sensitivity". Range 0.0 to infinity. 0.0 to 1.0 = higher sensitivity, greater than 1.0 = lower sensitivity.
FFB steer force input max="-11500.00000" // Recommended: 11500 (-11500 if controller pulls in the wrong direction).
....
 
Yer i think the FFB is good in GT5, have played all the pervious games with dfgt and for the amount of different steering systems in different cars with all sorts of mods/tyres/settings on all sorts of surfaces it emulates it does a very good job.
 
I completley agree. GT5's FFB is extremely numb, static and unimmersive...and absolutely kills the simulation side of the game IMO. Some cars (moreso than others) have a really floaty, almost hovercraft like feeling to them to, especially when you use lesser grip tires - this feeling combined with the relative lack of meaningful communication through the wheel makes for a pretty poor/disconnected driving experience.

GT5's FFB feels like something you would find in a game from 20 years ago, when you compare the quality of FFB to iRacing's, Netkar Pro or even Rfactor w/the real feel mod.

I still can't believe how hyped up this game is in terms of providing a driving experience anywhere near the level of iRacing's, Netkar Pro or even Rfactor w/ the real feel mod...because in all honesty it's nowhere near :sick: With that said, I don't think I will be playing GT5 for too long.

QFT! I've been wanting to me a thread about this for a few days because no one has spoken up.

I hate that you can't "feel" the optimum slip angle of the tires. I find myself "over" steering the car, then washing out of a turn. I look in my reverse view, and I had been kicking up smoke from the front tires....absolutely no feel for loss of traction...the same FFB is applied the entire time.

Even when I try to countersteer, the effect at first is great, then when I have to wash out my steering, I have to fight to get the right angle. Even in Forza, you could feel the correct angle your tires needed to be at in a drift, AKA the "angel angle", where the tires point exactly down the course while you slide and any deviation of that angle would be fought with high resistant FFB.

I have no idea why PD couldn't implement this. As much research and care that has been taken into consideration for the physics, you'd think they would do the same for force feedback in Logitec wheel setups, or else the physics get lost in translation.

Here's hoping for a possible patch to remedy this! It's the only thing that is putting a damper on using the wheel!
 
I think the problem is, if you've not experienced the steering in a direct (no power steering car) steering car, or you've not experienced one of the PC sims with the really high quality FFB, you can't tell what were talking about.

If you've come from playing GT5P or Forza then the FFB in GT5 is going to feel like an upgrade. However if you have come from playing iRacing or Netkar for example you're going to be confused.


A go-kart is the best example as its as direct as possible and most people have tried them, when you have grip the wheel feels heavy and direct, but when the tyres are in slip the wheel gets lighter and can move around on the surface more easily, this is a natural way to feel the grip and predict the karts movements, but if you're missing that element and what you have is a constant feeling with the wheel it becomes very hard to judge the point of traction/grip loss in the tyres.
 
@ Bigbazz : Exactly.

I haven't played iRacing or Netkar (I understand they're stellar in the physics and FFB dept), but I have a lot of hours in GTR-2. In GTR-2 I could drive on the ragged edge, always feeling how much grip I had and when it was just about to let go in a way that GT5 does not convey. With a bit of luck PD may patch it up - that would greatly increase the enjoyment for me... :dopey:

Oh, and I use a G25 for both GTR-2 and GT5.

DJ
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I've pushed too hard in my real life FWD car on dry tarmac, and in snow.
I'd say the amount of feeling, or FFB, remaining in my G27 after emulating both scenarios in GT5 is rather close.
 
i agree with most here. I am quite disappointed with the force feedback in this game. I thought about getting my old red momo out of the closet to see if that made a difference. Lets hope they patch this issue because I cant believe this is how a yaris feels, having never driven one.
 
I use a G25 and, in my opinion, the FFB is very good, almost on par with "proper" PC sims. I have it set on "simulation" (idk if it affects the G25) and FF strenght on 5.

Keep in mind that the car you're driving, it's suspension, tires, etc etc all affect how the force feedback feels (I guess you already knew that).
 
Normal racing, FFB is fine.
Drifting doesn't feel right as discussed earlier.
Road surface changes don't seem to make a difference, i.e; cobblestones.
 
Normal racing, FFB is fine.
Drifting doesn't feel right as discussed earlier.
Road surface changes don't seem to make a difference, i.e; cobblestones.

You need a butt-kicker takes the driving experience to another level. You get those rumbles from the cobblestones you where talking about with the BK.
 
I'm sure buttkickers are great, but I shouldn't have to go that far when it can easily be delivered via the wheel or pad.
Speaking of which, has anyone got the cobblestone rumble when using the pad?

My last point of reference was Amalfi coast on FM3 which was really well implemented imo.
 
I'm sure buttkickers are great, but I shouldn't have to go that far when it can easily be delivered via the wheel or pad.
Speaking of which, has anyone got the cobblestone rumble when using the pad?

My last point of reference was Amalfi coast on FM3 which was really well implemented imo.

I agree.
 
Like I said before I think LFS FFB is very good and I remember reading somewhere that the entire FFB code was written in something like 20 lines. Or maby that was rFactor, I'll try to find it.

lfs ffb is great, as is rfactor with realfeel.

IIRC that quote about the ffb code containing only 20 lines, I'm pretty sure that was netkar pro
 
I moved from PC gaming to PS3 gaming 2.5 years ago largely because I wanted GT5. I had been playing GTR2 on my PC pretty heavily, and I was amazed at how good and subtle the FFB was. I started with a Logitech Momo wheel. FFB was OK with that. I then upgraded to the G25, and was blown away by all the steering feel and feedback. I couldn't believe it could be so realistic in a simulator. I could actually feel the texture of the simulated road in GTR2, and the feedback when steering was excellent.

I was incredibly disappointed when I started playing GT5P on the PS3. The FFB was nearly useless. There was absolutely no feel whatsoever when driving in a straight line, and even when steering it was not particularly good from what I can remember. It's been too long since I've played GT5P to be sure, but it seems like GT5 has better FFB than GT5P had, but it's still sorely lacking. There is still absolutely no feel while driving in a straight line. There does seem to be appropriate changes in steering *effort*. I'm hoping that the improved support for the G25/G27 will improve FFB in GT5 soon.

Like someone else mentioned in this thread, I think many people don't know what to expect unless you've played one of the great PC simulators with excellent FFB, or, better yet, drive a car with excellent feel and feedback through the steering wheel. I own a 2009 RX-8 and used to own a highly modified 2005 Mazda3. Both cars have/had fantastic steering feel and feedback. I can feel the texture and bumps of the road simply driving in a straight line. I can feel the differences in the road between asphalt and concrete. In my RX-8, the steering wheel tells me a great deal about what the car is doing in spirited driving. I sure wish I could find a driving simulator for the PS3 that offered the level of feedback I had with GTR2. I don't plan to go back to PC gaming (there were other reasons I switched).
 
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