- 5,748
- Edison NJ
- jdmking13
- Lucid killer 58
I agree with you 100%
GT5 FFB is 10 times better than prologue.
I agree with you 100%
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 nearWith that said, I don't think I will be playing GT5 for too long.
GT5 FFB is 10 times better than prologue.
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.
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.
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.