Beyond the scope of this video, but one important thing to note is that most Direct Drive wheel bases include some kind of interpolation filter to effectively increase the rate in which the feedback you receive to your hands is updated, but this isn't the same as receiving raw data at a higher sample rate.
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Good point, this is often done for efficiency purposes as interpolation data is less processor intensive than making unique data that you or your hardware might not be able to use. Ultimately companies like iRacing are making software and experiences for the masses and need to ensure that many various hardware and hardware combinations can use their software. Not an easy task to please everyone all the time. ;-)
As a SC2Pro owner im impressed. Its only a little more detail, but it just elevates the experience. Shout out to a Morad guy who made a superb profile, Dion Fiallo. I can highly recommend his profile.
set ups for a specific vehicle ? i use craigs setup shop, its $5 a month or if you have a twitch prime, you can use your sub and you get access to a bunch of set ups. They now also include rain set ups. Others use VRS set ups. Good luck , let me know if you need help finding it. @@mannyfresh7065
@@mannyfresh7065 they are referring to Simucube profiles and how the wheelbase settings are tweaked. You can save/load/try other users settings without having to start from scratch on a sim-by-sim basis. If you are looking for free car setups, often times smaller series will have Discord channels where they are shared or you can check out something like Majors Garage for some free, slightly tuned setups.
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This is a great video that inherently touches on some of the issues simulation peripheral companies will ultimately have to address in the future. Rather than spec chasing and just simply looking for higher numbers being higher (or lower for latency) we have to look at the quality of the signal and the final integration. Simucube like other wheel makers can only do so much with the data provided. We are always at the mercy of the data, we cannot make something that isn't there. So ultimately this is a great update but the total experience relies on the quality of the physics data coming from the game first, proper transmission, and then a proper electro mechanical reproduction (which involves many sub systems but more importantly algorithms). Even if you don't feel this 'update' it is heading in the right direction and away from the era of "effect's based simulation", to true real-time simulation.
I purchased one of the early SC2 Pro units and have been using it with IRFFB for many years, driving the Renault 3.5 V8 Formula B car I felt the seat of pants effect (oversteer) plus understeer (trail braking) very helpful, the latency did not seem to slow me down, a few top split TH-cam broadcast wins as well as much higher iRating drivers regularly getting smaller in my mirrors, In my opinion I don't think the latency was a huge problem if any, I tried the new 360hz since Dan Suzuki's video and with the same Pro Drive settings I was using with IRFFB it feels very close to what I have been using for years, great to see Simucube working with iRacing and getting this working, great job Will explaining the work behind the scenes in more detail and for Mika to provide the technical stuff, keep up the great work.
I updated true drive and tried the 360hz in Iracing. For me it is a game changer. Everything feels much better (road surface , understeer , oversteer etc ) I love it !
Thanks for breaking this down, Will. It sounds then as though this could be good for muscle memory learning, in terms of gaining information that could otherwise have been missed, especially in spiky situations where interpolation might lose resolution. I'll have to spend time with it at tracks I know well to see if I can feel a difference. It would be interesting if it adds information about unexpected loss in some situations.
That’s certainly a possibility but I’d argue that would more be the case where detail now exists where before it was absent rather than existing details being more pronounced.
You guys who are using the Pro are beasts. Im coming here to underatand settings better because my sport 2 just beat the hell out of me. Cant imagine ever wanting to max this out, let along wanting more force. After a massage and a couple days rest, ill try again ;)
iRacing needs to get act together and take the huge challenge of joining the modern world and upgrade their FFB refresh rate to 360 or higher like AC, ACC or AMS2 so we can get finally feel detailed information stored in the laser scanned track.
I believe Sebring has all of the textures and can confirm with the 360hz you feel everything. I did the update from Sunday to yesterday and the road felt completely different.
Can't wait for the Simagic HPR review. Mostly because iRacing started supporting them, albeit it was buggy so they pulled it out for now but will work on it.
Try it on the Indy IR-18 I tried the new 360 HZ using the Dan Suski profile. It worked well in F1 Cars but when I switched to the IR-18 I got a notchy bumpy feeling when turning the wheel. Really noticible when in the pit box just turning the wheel while not moving or just at slow speeds. I also noticed that the bumps at autoclub were to violant and would rotate the wheel 20-30 degrees back and forth down the straight. I tried my old setting with the low latency at 20% and the slew rate maxed out and the wheel had an dangerously high extreme vibration that started to tear my rig apart to the point I had to shut it off. After some trouble shooting I found that the Vibration went away with the low latency below 8%. But that notchyness did not go away. I’m also seeing a lot of profiles with the slew rates reduced to as low as 1nm/sec to eliminate the notchyness. The SC2 can do 9nm/sec. Tuning it down to 1 is just making it behave like a cheap entry level wheel.
I did not know iracing was only at 60 hz FFB. Now that explains why sometimes it just does not feel as smooth as assetto corsa. I hope they would just bump the native support to something like 120hz. IMO it would be enough without having to deal with the 16ms added delay.
Will, i had trouble originally getting the 360Hz FFB to work. I was using iRacing Manager to start TrueDrive, Simhub & Crewchief etc. The reason it wasn’t working was that TrueDrive needs to be running before iRacing is started and using iRacing Manager that wasn’t the case. However, having got it working i was a little disappointed to find it feels a little rubbery even with the Reconstruction Filter set at 1. Each to their own though and I’m more than happy with the 60Hz force feedback.
With the update and my existing Truedrive configuration I'm feeling "grainyness" and not in a good way. Never felt that running at 60hz. Does anyone have suggestions to eliminate the grainyness other than raising the reconstruction filter above 1?
I wouldn’t say that feeling a rumble strip through the wheel is a small effect. Should have already been implemented, especially for a pay as you play sim.
The delay is 16.7ms because that is the time between 60hz updates. The software needs to delay wheel updates by a single cycle in order to generate the intermediate update records. This is basically the FFB equivalent of FSR/DLSS frame generation for GPU output.
@@boostedmedia it's also likely less than 16ms as all that is done on the cpu. It can send that data when the GPU gets the render data. If the GPU takes 10ms to render you only get a 6ms delay. You are always working with old data. Just the nature of video games.
@@boostedmedia i would say it's interpolated because the games themselves have no physics calculations in between, though i guess it's not relevant to the product itself you could say the same about fullforce haha
Hey Will. Great video. I also had trouble getting this to work. So followed you instructions with ini file. This worked and I got high data rate enabled in true drive, until I dragged my old ini file back in then then the high data rate wouldn't work. Any ideas or suggestions?
I was wondering why my ffb felt more detailed recently. I especially noticed it on kerbs and just assumed that i somehow ended up using a different profile by accident or something
So it does the same thing as the iRFFB app? Simply put, upscale from 60 to 360 Hz. I have been using this for a couple of years now with a Thrustmaster TS PC base, and now with the CSL DD 8. I won't drive in iRacing without iRFFB running.
I'm confused here. The six data points sent are the current one and the previous five. The previous data has already been sent in terms of time. Shouldn't we immediately use the current data upon receipt? This is to minimize latency, isn't it?
The data packet also includes timing information, so with each packet, the preceding 5 and the current state are relayed though the motor. Hence the slight added latency.
You would decrease latency and fidelity. Iracing only updates at 60hz. If you only use the most updated data you'll only receive 60 data points a second. But also remember the delay is only true for the first 1 360th of a second. By the time that 16 ms cycle is over the 360hz has already caught up.
Thanks for this review! I am curious about how this compares to the 360hz mode that iRacing implemented for the Logitech G Pro DD a little while back. I think a fair test would be to turn off TrueForce too. I’ve been running the Logi DD wheel purely for this reason, and putting up with the lack of wheel options. Would love to hear from you regarding this, thanks as always.
@@bigredracingteam9642I understand that, however, would be curious to see how that makes the Logitech DD Pro fair up against some of the other wheels, maybe @boostedmedia can comment? :)
I am surprised you didn't test in the rain because I am hearing really good things regarding added feeling and details in the rain which IMO were lacking
Regarding the difference in detail you felt between the SC2U and the Asetek Invicta. Did you try reducing the direct input filters on the Simucube software? I have found that the ones that are active can affect quite a bit the feel. Of course now when using the 360Hz API these filters are no longer utilized.
Yes. When comparing I spend hours adjusting various settings. What I'm generally focussing on is objective raw motor characteristics rather than filters, I then add the filters in later to determine what gives me the best feeling (subjectively).
I will also point out that iRacing does not use any DirectInput effects anyway (except DI_CONSTANTFORCE for the torque signal) so no amount of Directinput effect tuning in True Drive has any effect.
@@mtakala82 Are you certain about this? In True Drive, the symbol next to the DI damping showed that it was active (not anymore with the 360Hz API) and I could definitely feel a difference when changing the value.
@@Taz368iRacing creates damping effect but sets the effect's damper coefficient to 0 so it will output zero. Of course you can add damping from the iRacing in-game menu but it is always better to use the driver based high fidelity damping instead of that.
Great video thanks! I’m not liking the update at all - the ‘noise’ or vibration coming from the wheel on straights feels horrible to me. Feel like I’m missing something as the general view seems very positive. It’s worse at certain tracks - Imola and Road America were very noticeable.
Are you running the reconstruction filter at 0 or 1? The experience is going to vary from track to track depending on how much detail is there to begin with, as explained in the video.
This 60hz rate is one of my biggest critiques of iRacing over the years. At 300km/hr with a ffb rate of 60hz you travel 1.3m between updates, at 200km/hr that's still 88cm between updates. Think about that and what it really means for different drivers running the sim on different PC's.
Will great video as always! I had to dump my app.ini and get the game to create a fresh one, since I must have been using a very old build before trying iRacing again recently. In any case was able to copy back in my FOV and other settings from the old .ini file within the new file to get it all working. Curious about your Okayama detail; do you know a few other tracks in iRacing that may have correctly/fully modeled curbs like that? Is there a list online somewhere anyone know of? As an infrequent user I'd love to try to get back into iRacing but would do better on a track in know very well like spa, daytona road, summit point, etc... In any case, thanks for the great content as always.
Hey Will, why do you use too much damping, too much friction and too much inertia and static force reduction in your simucube profile? How do you perceive the details of the road if you use these exaggerated values of filters? I do not understand. In my opinion Simucube bases don't need to be filtered in that way.
I still need to play around more with my personal profiles since the updates. I also tested with some of the other 360hz profiles mentioned earlier in the video to form my opinion.
I noticed that I can feel going over edges between new patches of tarmac and old tarmac areas and there is some definition in that effect. Is that what you feel?
"interpolation" i hate that word, first time i heard it was in digital camera's, "Software Post Processing" Now 16.7ms or 29ms delay is huge, avarage TV is 9ms, with Game Mode
Iracing updates at 60hz? Isnt that really slow? I play ACC on my PS5 with a Thrustmaster T300 and it says my refresh rate is 400hz 😮 Is that correct? If so, then why the hell is Iracing so far behind? I've never tried Iracing but 60hz can't possibly feel anything like 400hz right? (I don't know much about the refesh rate stuff but it's very interesting)
Yeah I am really not that excited about the fact they just added in an interpolation layer instead of doing the FFB properly. I understand the SimuCube team worked on this them selves so it's better than nothing. Sounds interesting that the wheelbase telemetry might be opened up in the future. I am currently forking irFFB and working along side rob to see if I can solve some of the issues with it but I much prefer the wheel slip stuff from irFFB. Latency I find minimal anyway, and if you compare it to screen draw timings (not just screen latency) it's still less. But again its preference because Brains are funny.
Basically it's achieving the ability to do higher refresh rate as soon as any games decide to output higher refresh rate, as far as i can tell, so it's a step in the right direction by showing that if we get higher refresh added to games it will have an immediate affect on some of the wheels in the market, starting with this
@@SlyNine that’s called interpolation matey… It’s receiving 60hz data as a base and guessing the middle frames @-Yelda we already have this, it can grab a 1000hz stream if it wanted, this addition is just to work around the issues with iRacing specifically being locked at 60hz for FFB even thought the telemetry (UDP stream) is internally run at 360hz.
Yeah, judging by how the FFB feels now, I would say 120hz or 180 hz would definitely be enough. I don't like the idea of having to deal with the 16ms extra delay if I want smoother ffb
I got so stoked hearing you are going to review the DK2+ platform from sigma! I’ve been researching into Sigma Integrale (mostly for the dk6 to purchase myself) but I’m still excited to hear your thoughts nonetheless.
Trust me to be dissatisfied with a CSL DD and watch on as cool new updates roll out here with Simucube first! 😅 (In my defence, when FFB strength suddenly dips mid-corner, it's an exercise in crash avoidance at some spots)
Maybe Im just old but I felt a huge difference, it was like the condom broke finally. Dont feel/see any latency, saw tooth kerbs feel pretty good.l, tyre contact patch feels better and I have saved the car multiple times now, where before I definitely would have crashed/spun. I can also brake and slide the car sideways underneath other cars now! Interesting that it is not true 360hz !
It’s cumulative. Unplayable? No I never said that. I do notice the slight latency at around 30ms though. I just sense a slight feeling of disconnection with the car using irFFB.
@@boostedmedia i felt the same with irffb. Same as when you fly an Fpv drone. Could be 20ms latency but you feel the delay and dont feel connected to the flight. Odd but shows how fast the brain operates.
@@boostedmedia exzctly, in the last gen of DLSS there are 1 or 2 generated frames that are added into the cycle. So instead of 30fps you get 60fps so the game feels a bit smoother visually but the response is the same
The simucube reconstruction filter is the DLSS for force feedback. So when using the 60hz mode that the game previously sent out, the recon filter strength will add it generated frames to smooth it out to 360+ hz. Now that we can get 360 true ffb points, we can lower or turn off the reconstruction filter as we don't need to generate fake ffb points to up it to 360, it's already there. So yeah, this is the opposite of DLSS, it's providing more true ffb 'frames' allowing greater potential to turn the ffb DLSS off entirely.
I've been saying on every sim channel for years. I have had 360hz on iracing for years. irffb free program. It makes FFB way better on iracing. It's like no one wants to admit and I'm shut down. Makes sense now they wanted to own it and not promote it
iRacing has been almost frozen in development for years. They need to rewrite a lot of their code, still. True 400 or 1000Hz FFB would be nice. YOu running 4x4k monitors at 120Hz possibly are already around 50ms latency on the visuals (meaning it takes 50ms to show on screen the consequences of your inputs). Sim Racing at our level, with the games we play, latency is a reality.
"Frozen in development" is a bit harsh considering the massive weather update that just dropped. The only real disadvantage I can see of doing FFB this way is the negligible (in my opinion) latency it creates. Either way its a step forward IMO. I hope other manufacturers can implement similar.
@@boostedmediaWith frozen I'm talking about what has come in the last 10 years. Certainly and thankfully, in the last year or so they've picked up pace.
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@@RacingPCs Partial truth. It's really hard to put yourself in their shoes but we should assume that iRacing like any other company is working hard to capture a market share (your dollars) and is doing the best it can to provide value for value. So although from the front end it appears as they have been frozen, in the back they are pushing hard to give us better a better product. And many of the improvements they have made over the years do take a lot of time, like the UI for example. Their software is so interconnected and complex that its not as easy as just changing some html/css code, everything has a cost benefit. 🙂 A programmer can better understand the complexities of it all. It's quite complex. Lots of challenges and limited resources.
I’m pretty harsh on iracing, been there since the last beta in 08. I’m sure they’ve been working on a new gaming engine longer than they were working on tempest. For me, it feels a little smoother, little more detail but in order to get the best out of it, I’ll need to go through each setting, adjust, test repeat, which is time consuming, then add in different cars 😯 Like Will says, not a game changer and could you say a little manipulation to make this happen, sure.
Damage model, tire model, dynamic track, AI, rain, dirt updates, new cars and tracks, new UI (again?). That's just the stuff I can think of off the top of my head. I've got lots of criticisms, but saying they've been frozen seems harsh.
@@boostedmedia all good. I was just concerned that's all. Remember being kind to your mental health is no1. If that falls away all the subs in the world mean very little.
If that were the case, nobody would ever run any reconstruction/interpolation filters because nobody would feel any difference, yet the general concensus is that running with no filters at all results in robotic and grainy feeling FFB across most brands of DD bases. I can certainly feel a difference here between turning the new setting on and off with all other FFB settings being retained.
bro has a 100k simrig and sits in there like he doesnt know how to sit perfect in a car. I dont understand why he buys a sim rig like that and dont even know how to sit in it.
Bro comments when he has absolutely no idea what he’s talking about. It’s a wide angle lens and the camera is about 10cm from the wheel and 900mm from my face so it makes the wheel look huge and really high up.
Beyond the scope of this video, but one important thing to note is that most Direct Drive wheel bases include some kind of interpolation filter to effectively increase the rate in which the feedback you receive to your hands is updated, but this isn't the same as receiving raw data at a higher sample rate.
Good point, this is often done for efficiency purposes as interpolation data is less processor intensive than making unique data that you or your hardware might not be able to use. Ultimately companies like iRacing are making software and experiences for the masses and need to ensure that many various hardware and hardware combinations can use their software. Not an easy task to please everyone all the time. ;-)
i think, it's more an heritage from an 15y old engine.@
Ah ok, interesting. Very helpful info Will 👍🏼
As a SC2Pro owner im impressed. Its only a little more detail, but it just elevates the experience. Shout out to a Morad guy who made a superb profile, Dion Fiallo. I can highly recommend his profile.
I’ve been using Dan Suzuki settings for the last year, gonna give dion fiallo a try.
I’m new to iracing. I tried googling setups but can’t seem to find anything. Where can one download settings for a car?
@@mannyfresh7065It’s only on Simucube true drive software since these guys use Simucube bases
set ups for a specific vehicle ? i use craigs setup shop, its $5 a month or if you have a twitch prime, you can use your sub and you get access to a bunch of set ups. They now also include rain set ups. Others use VRS set ups. Good luck , let me know if you need help finding it. @@mannyfresh7065
@@mannyfresh7065 they are referring to Simucube profiles and how the wheelbase settings are tweaked. You can save/load/try other users settings without having to start from scratch on a sim-by-sim basis. If you are looking for free car setups, often times smaller series will have Discord channels where they are shared or you can check out something like Majors Garage for some free, slightly tuned setups.
This is a great video that inherently touches on some of the issues simulation peripheral companies will ultimately have to address in the future. Rather than spec chasing and just simply looking for higher numbers being higher (or lower for latency) we have to look at the quality of the signal and the final integration. Simucube like other wheel makers can only do so much with the data provided. We are always at the mercy of the data, we cannot make something that isn't there.
So ultimately this is a great update but the total experience relies on the quality of the physics data coming from the game first, proper transmission, and then a proper electro mechanical reproduction (which involves many sub systems but more importantly algorithms). Even if you don't feel this 'update' it is heading in the right direction and away from the era of "effect's based simulation", to true real-time simulation.
Best thing I did was sell the DD pro and pick up the simucube 2 pro. Loved the video, agree with you as you forget it's there! Love your work Will
I purchased one of the early SC2 Pro units and have been using it with IRFFB for many years, driving the Renault 3.5 V8 Formula B car I felt the seat of pants effect (oversteer) plus understeer (trail braking) very helpful, the latency did not seem to slow me down, a few top split TH-cam broadcast wins as well as much higher iRating drivers regularly getting smaller in my mirrors, In my opinion I don't think the latency was a huge problem if any, I tried the new 360hz since Dan Suzuki's video and with the same Pro Drive settings I was using with IRFFB it feels very close to what I have been using for years, great to see Simucube working with iRacing and getting this working, great job Will explaining the work behind the scenes in more detail and for Mika to provide the technical stuff, keep up the great work.
You’re saying this can replace iRFFB? It gives the same feel? Thanks
Does this update replace irffb?
I updated true drive and tried the 360hz in Iracing. For me it is a game changer. Everything feels much better (road surface , understeer , oversteer etc ) I love it !
Thanks for the vid! It's nice to see advancements in this area but as a non-Simucube user I'm content with irFFB 👍
What do you have? I have Asetek forte wheelbase and wheel. Would irFFB be good for me?
I heard irFFB causes latency. Not recommended for DD.
Old man senses! Love it! Thanks for representing!
Thanks for breaking this down, Will. It sounds then as though this could be good for muscle memory learning, in terms of gaining information that could otherwise have been missed, especially in spiky situations where interpolation might lose resolution. I'll have to spend time with it at tracks I know well to see if I can feel a difference. It would be interesting if it adds information about unexpected loss in some situations.
That’s certainly a possibility but I’d argue that would more be the case where detail now exists where before it was absent rather than existing details being more pronounced.
You guys who are using the Pro are beasts. Im coming here to underatand settings better because my sport 2 just beat the hell out of me. Cant imagine ever wanting to max this out, let along wanting more force. After a massage and a couple days rest, ill try again ;)
iRacing needs to get act together and take the huge challenge of joining the modern world and upgrade their FFB refresh rate to 360 or higher like AC, ACC or AMS2 so we can get finally feel detailed information stored in the laser scanned track.
I believe Sebring has all of the textures and can confirm with the 360hz you feel everything. I did the update from Sunday to yesterday and the road felt completely different.
Ferarri GT3 on Sebring felt great with the update but I did not like how GT4 feel
if you drive over the curbing you can feel each individual bump
Can't wait for the Simagic HPR review. Mostly because iRacing started supporting them, albeit it was buggy so they pulled it out for now but will work on it.
Try it on the Indy IR-18
I tried the new 360 HZ using the Dan Suski profile. It worked well in F1 Cars but when I switched to the IR-18 I got a notchy bumpy feeling when turning the wheel. Really noticible when in the pit box just turning the wheel while not moving or just at slow speeds. I also noticed that the bumps at autoclub were to violant and would rotate the wheel 20-30 degrees back and forth down the straight.
I tried my old setting with the low latency at 20% and the slew rate maxed out and the wheel had an dangerously high extreme vibration that started to tear my rig apart to the point I had to shut it off. After some trouble shooting I found that the Vibration went away with the low latency below 8%. But that notchyness did not go away.
I’m also seeing a lot of profiles with the slew rates reduced to as low as 1nm/sec to eliminate the notchyness. The SC2 can do 9nm/sec. Tuning it down to 1 is just making it behave like a cheap entry level wheel.
iRFFB had the directjoy (vjoy?) option as well which had lower latency than native iRFFB if I remember rightly.
Good helpful info and video, as always.
I did not know iracing was only at 60 hz FFB. Now that explains why sometimes it just does not feel as smooth as assetto corsa. I hope they would just bump the native support to something like 120hz. IMO it would be enough without having to deal with the 16ms added delay.
Will, i had trouble originally getting the 360Hz FFB to work. I was using iRacing Manager to start TrueDrive, Simhub & Crewchief etc. The reason it wasn’t working was that TrueDrive needs to be running before iRacing is started and using iRacing Manager that wasn’t the case. However, having got it working i was a little disappointed to find it feels a little rubbery even with the Reconstruction Filter set at 1. Each to their own though and I’m more than happy with the 60Hz force feedback.
If I do end up upgrading from the CSL DD to the CS DD, I will 100% be using your affiliate links!
Thanks for the support :)
With the update and my existing Truedrive configuration I'm feeling "grainyness" and not in a good way. Never felt that running at 60hz.
Does anyone have suggestions to eliminate the grainyness other than raising the reconstruction filter above 1?
Watching this makes me wonder if I should maybe move to an SC wheel base.
Been running a VRS base for almost 4 years now.
So it's iRFFB without the effects turned on. Thanks.
I wouldn’t say that feeling a rumble strip through the wheel is a small effect. Should have already been implemented, especially for a pay as you play sim.
Any plans from iRacing on actually increasing their ffb update rate?
The delay is 16.7ms because that is the time between 60hz updates. The software needs to delay wheel updates by a single cycle in order to generate the intermediate update records. This is basically the FFB equivalent of FSR/DLSS frame generation for GPU output.
Kind of. Except this is doing the opposite. It’s using real data rather than interpolated.
@@boostedmedia it's also likely less than 16ms as all that is done on the cpu. It can send that data when the GPU gets the render data. If the GPU takes 10ms to render you only get a 6ms delay.
You are always working with old data. Just the nature of video games.
@@boostedmedia i would say it's interpolated because the games themselves have no physics calculations in between, though i guess it's not relevant to the product itself you could say the same about fullforce haha
How does this compare to the R21?
Hi Will nice video. Do you think the feeling will any different using the SC2Pro?
Hey Will. Great video. I also had trouble getting this to work.
So followed you instructions with ini file.
This worked and I got high data rate enabled in true drive, until I dragged my old ini file back in then then the high data rate wouldn't work.
Any ideas or suggestions?
I was wondering why my ffb felt more detailed recently. I especially noticed it on kerbs and just assumed that i somehow ended up using a different profile by accident or something
I wonder if asetek will offer a similar update.
Just Curious, would you run the same profile in all cars. (ie) V8 Supercars?
Does Okayamas curbs project to simhub rumble effects better?
So it does the same thing as the iRFFB app? Simply put, upscale from 60 to 360 Hz.
I have been using this for a couple of years now with a Thrustmaster TS PC base,
and now with the CSL DD 8. I won't drive in iRacing without iRFFB running.
I really like the changes, there is definitely more detail. So far tried mx5, vee and ff1600 at summit, oulton and Sebring.
I'm confused here. The six data points sent are the current one and the previous five. The previous data has already been sent in terms of time. Shouldn't we immediately use the current data upon receipt? This is to minimize latency, isn't it?
The data packet also includes timing information, so with each packet, the preceding 5 and the current state are relayed though the motor. Hence the slight added latency.
You would decrease latency and fidelity. Iracing only updates at 60hz. If you only use the most updated data you'll only receive 60 data points a second.
But also remember the delay is only true for the first 1 360th of a second. By the time that 16 ms cycle is over the 360hz has already caught up.
Thanks for this review! I am curious about how this compares to the 360hz mode that iRacing implemented for the Logitech G Pro DD a little while back. I think a fair test would be to turn off TrueForce too.
I’ve been running the Logi DD wheel purely for this reason, and putting up with the lack of wheel options.
Would love to hear from you regarding this, thanks as always.
It works exactly the same way, i.e. a 360Hz signal played back every 1/60 s.
@@bigredracingteam9642I understand that, however, would be curious to see how that makes the Logitech DD Pro fair up against some of the other wheels, maybe @boostedmedia can comment? :)
I am surprised you didn't test in the rain because I am hearing really good things regarding added feeling and details in the rain which IMO were lacking
Will definitely be done as part of the bigger review refresh videos
Regarding the difference in detail you felt between the SC2U and the Asetek Invicta. Did you try reducing the direct input filters on the Simucube software? I have found that the ones that are active can affect quite a bit the feel. Of course now when using the 360Hz API these filters are no longer utilized.
Yes. When comparing I spend hours adjusting various settings. What I'm generally focussing on is objective raw motor characteristics rather than filters, I then add the filters in later to determine what gives me the best feeling (subjectively).
I will also point out that iRacing does not use any DirectInput effects anyway (except DI_CONSTANTFORCE for the torque signal) so no amount of Directinput effect tuning in True Drive has any effect.
@@mtakala82 Are you certain about this? In True Drive, the symbol next to the DI damping showed that it was active (not anymore with the 360Hz API) and I could definitely feel a difference when changing the value.
@@Taz368iRacing creates damping effect but sets the effect's damper coefficient to 0 so it will output zero. Of course you can add damping from the iRacing in-game menu but it is always better to use the driver based high fidelity damping instead of that.
@@mtakala82Just realized who I am talking to. I will take your word for it.
I can feel a little more detail, but was hoping to get FFB closer to LMU, but that's not the case yet!
How does it compare to Logitech's implementation with their DD wheel?
Can't they bring 360Hz to SC1 owner ? SC1 and SC2 have the same sensor if I'm not mistaking
Hello, are there your profiles on paddock? Why do you only use 50% on the basis, what Max force value do you use in iracing in general with gt3.
O my profiles aren’t on paddock. I run 50% for that particular car profile because 14NM is all the dynamic range I need. It’s a SC2 Ultimate.
@@boostedmedia Ok I understand, could it also go for the pro that value or should it have it slightly higher?
Great video thanks! I’m not liking the update at all - the ‘noise’ or vibration coming from the wheel on straights feels horrible to me. Feel like I’m missing something as the general view seems very positive. It’s worse at certain tracks - Imola and Road America were very noticeable.
Are you running the reconstruction filter at 0 or 1? The experience is going to vary from track to track depending on how much detail is there to begin with, as explained in the video.
Hey Will. Thanks for responding. I’m using it at 1 with one of Daniel Morad’s profiles. Maybe I’ve just been unlucky with the tracks I’ve used.
This 60hz rate is one of my biggest critiques of iRacing over the years. At 300km/hr with a ffb rate of 60hz you travel 1.3m between updates, at 200km/hr that's still 88cm between updates. Think about that and what it really means for different drivers running the sim on different PC's.
Will great video as always! I had to dump my app.ini and get the game to create a fresh one, since I must have been using a very old build before trying iRacing again recently. In any case was able to copy back in my FOV and other settings from the old .ini file within the new file to get it all working. Curious about your Okayama detail; do you know a few other tracks in iRacing that may have correctly/fully modeled curbs like that? Is there a list online somewhere anyone know of? As an infrequent user I'd love to try to get back into iRacing but would do better on a track in know very well like spa, daytona road, summit point, etc... In any case, thanks for the great content as always.
Does anyone know if this will be coming to asetek
Hey Will, why do you use too much damping, too much friction and too much inertia and static force reduction in your simucube profile? How do you perceive the details of the road if you use these exaggerated values of filters? I do not understand. In my opinion Simucube bases don't need to be filtered in that way.
I still need to play around more with my personal profiles since the updates. I also tested with some of the other 360hz profiles mentioned earlier in the video to form my opinion.
Since the update i have some vibrations when on the tarmac at sebring that seems weird, is it only me ?
I noticed that I can feel going over edges between new patches of tarmac and old tarmac areas and there is some definition in that effect. Is that what you feel?
Do u have any news from other brands about this support?
I can confirm at least one other brand will be having this
"interpolation" i hate that word, first time i heard it was in digital camera's, "Software Post Processing"
Now 16.7ms or 29ms delay is huge, avarage TV is 9ms, with Game Mode
Sebring has the 3d kerbs too. That would have been an even better circuit to test with all of the character in the track
Yep I plan to use that for our full reviews.
is your wheelbase noisy on reconstruction filter 0? or 1?
I didn’t notice with my ear buds in.
You will get more noise with recon at 0 .
@@HDRGamingHub definitely, its something that no one talks about, but its there and its loud
@@xystericalnh3182 But this is true for any dd wheelbase. If you are not using filters is going to be noisy.
@@HDRGamingHub I dont remember fanatec DDs (podium) being this noisy tbh, i had it for 2 years. I still prefer the SC2 to be clear, but its annoying.
Hi Will, does my fanatec DD2 have the bandwidth to get improved HZ in future iracing updates? Thank you and great video mate
Your dd2 can take input at 1000hz. So yea.
That's up to Fanatec and their SDK developers. I wouldn't hold my breath waiting for it, though.
Nearly 40 here too Will, I feel your pain mate haha
Are you at the Melbourne GP!
Not this year.
@@boostedmedia dang!!!
I didn’t feel a big difference. Maybe a bit more smoother with a bit more detail.
Smoother definitely
Will Fantec follow suit with this technology?
They have Fullforce. It’s just not working in any games yet.
Will is full force for all fanatec wheels or just the latest ones. I have DD1
@@wesleyedwards1051I'm pretty sure it's only cs DD or newer
40 is the new 20 Will
im already hyped for de dk2+ review! 😁
Same here!
@TheLoamRanger Have you seen dk6 review? can't see any. I'll take the dk2+ like it was the dk6 🤷♂️
Iracing updates at 60hz? Isnt that really slow? I play ACC on my PS5 with a Thrustmaster T300 and it says my refresh rate is 400hz 😮 Is that correct? If so, then why the hell is Iracing so far behind? I've never tried Iracing but 60hz can't possibly feel anything like 400hz right? (I don't know much about the refesh rate stuff but it's very interesting)
It is correct. Many wheels can operate at 1000hz polling rate. But few games do. BEAMNG can operate at 2k hz.
As a Moza r9 user, I’m not sure why I’m here 😂
Upgrade to the r21 bro you’ll love it
Yeah I am really not that excited about the fact they just added in an interpolation layer instead of doing the FFB properly. I understand the SimuCube team worked on this them selves so it's better than nothing.
Sounds interesting that the wheelbase telemetry might be opened up in the future. I am currently forking irFFB and working along side rob to see if I can solve some of the issues with it but I much prefer the wheel slip stuff from irFFB. Latency I find minimal anyway, and if you compare it to screen draw timings (not just screen latency) it's still less. But again its preference because Brains are funny.
It's not interpolation. It's sending a bunch of samples in one frame. The wheel then plays them out sequentially.
Basically it's achieving the ability to do higher refresh rate as soon as any games decide to output higher refresh rate, as far as i can tell, so it's a step in the right direction by showing that if we get higher refresh added to games it will have an immediate affect on some of the wheels in the market, starting with this
@@SlyNine that’s called interpolation matey…
It’s receiving 60hz data as a base and guessing the middle frames
@-Yelda we already have this, it can grab a 1000hz stream if it wanted, this addition is just to work around the issues with iRacing specifically being locked at 60hz for FFB even thought the telemetry (UDP stream) is internally run at 360hz.
where do you get the DNB from, im a dj and you play good music
Epidemic Sound
Thanks! :)
Why can’t iracing update the 60hz to something more modern, surely they have enough resources and money to do so.
Iracing new to launch a new game ground up ……
They have a lot of money.
I mean lots and lots of money
Yeah, judging by how the FFB feels now, I would say 120hz or 180 hz would definitely be enough. I don't like the idea of having to deal with the 16ms extra delay if I want smoother ffb
Are you using irffb in addition to the new update?
No
The new mode overrides all other torque signals that wheel base receives, including the one that iRFFB would send.
I got so stoked hearing you are going to review the DK2+ platform from sigma! I’ve been researching into Sigma Integrale (mostly for the dk6 to purchase myself) but I’m still excited to hear your thoughts nonetheless.
why only Simucube?
Only Simucube has done the work to implement it.
Qubic System?
commenting to feed the algorithm
Kinda sad that Iracing is only 60hz when Simagic is 40khz
Trust me to be dissatisfied with a CSL DD and watch on as cool new updates roll out here with Simucube first! 😅
(In my defence, when FFB strength suddenly dips mid-corner, it's an exercise in crash avoidance at some spots)
Is this only for Iracing or does it impact AC and ACC. Im hoping its the latter
Only iRacing. ACC already has 400Hz FFB
One sentence:
Automobilista 1, 720hz physics, 500hz FFB rate.
BeamNG 2000hz physics and ffb polling rate.
I think it’s safe to say it’s best to wait for the 1000hz with 0.5ms delay model to release. 16ms delay is beyond playable!
Have toy actually tried? I can’t notice any lag personally and haven’t seen anyone else say it feels laggy.
Old man at 40'ish Will??? Damn you, I'm 60, so I guess I'm ancient!!!
Maybe Im just old but I felt a huge difference, it was like the condom broke finally.
Dont feel/see any latency, saw tooth kerbs feel pretty good.l, tyre contact patch feels better and I have saved the car multiple times now, where before I definitely would have crashed/spun.
I can also brake and slide the car sideways underneath other cars now!
Interesting that it is not true 360hz !
So wait, IRFFB's 29ms latency is unplayable for you but 16.7ms is unnoticeable? That's a 12.3ms difference, c'mon.
It’s cumulative. Unplayable? No I never said that. I do notice the slight latency at around 30ms though. I just sense a slight feeling of disconnection with the car using irFFB.
Fair enough, I'm a bit older than you, I don't feel the 29ms, so it all adds up I guess.
@@boostedmedia i felt the same with irffb. Same as when you fly an Fpv drone. Could be 20ms latency but you feel the delay and dont feel connected to the flight. Odd but shows how fast the brain operates.
That is almost double the latency !
So its just DLSS for force feed back
No not at all. Quite the opposite. It’s adding more data. Not taking data away.
@@boostedmedia exzctly, in the last gen of DLSS there are 1 or 2 generated frames that are added into the cycle. So instead of 30fps you get 60fps so the game feels a bit smoother visually but the response is the same
This is replacing generated FFB (via an interpolation filter) with actual raw data. Its the opposite of DLSS in that sense.
The simucube reconstruction filter is the DLSS for force feedback. So when using the 60hz mode that the game previously sent out, the recon filter strength will add it generated frames to smooth it out to 360+ hz. Now that we can get 360 true ffb points, we can lower or turn off the reconstruction filter as we don't need to generate fake ffb points to up it to 360, it's already there. So yeah, this is the opposite of DLSS, it's providing more true ffb 'frames' allowing greater potential to turn the ffb DLSS off entirely.
I've been saying on every sim channel for years. I have had 360hz on iracing for years. irffb free program. It makes FFB way better on iracing. It's like no one wants to admit and I'm shut down. Makes sense now they wanted to own it and not promote it
iRacing has been almost frozen in development for years. They need to rewrite a lot of their code, still. True 400 or 1000Hz FFB would be nice. YOu running 4x4k monitors at 120Hz possibly are already around 50ms latency on the visuals (meaning it takes 50ms to show on screen the consequences of your inputs). Sim Racing at our level, with the games we play, latency is a reality.
"Frozen in development" is a bit harsh considering the massive weather update that just dropped. The only real disadvantage I can see of doing FFB this way is the negligible (in my opinion) latency it creates. Either way its a step forward IMO. I hope other manufacturers can implement similar.
@@boostedmediaWith frozen I'm talking about what has come in the last 10 years. Certainly and thankfully, in the last year or so they've picked up pace.
@@RacingPCs Partial truth. It's really hard to put yourself in their shoes but we should assume that iRacing like any other company is working hard to capture a market share (your dollars) and is doing the best it can to provide value for value. So although from the front end it appears as they have been frozen, in the back they are pushing hard to give us better a better product. And many of the improvements they have made over the years do take a lot of time, like the UI for example. Their software is so interconnected and complex that its not as easy as just changing some html/css code, everything has a cost benefit. 🙂 A programmer can better understand the complexities of it all. It's quite complex. Lots of challenges and limited resources.
I’m pretty harsh on iracing, been there since the last beta in 08. I’m sure they’ve been working on a new gaming engine longer than they were working on tempest. For me, it feels a little smoother, little more detail but in order to get the best out of it, I’ll need to go through each setting, adjust, test repeat, which is time consuming, then add in different cars 😯 Like Will says, not a game changer and could you say a little manipulation to make this happen, sure.
Damage model, tire model, dynamic track, AI, rain, dirt updates, new cars and tracks, new UI (again?).
That's just the stuff I can think of off the top of my head.
I've got lots of criticisms, but saying they've been frozen seems harsh.
I lost you 5min into the video haha
Wait.... WoT?
The game hasn't changed... it still running at 60hz. iRacing just added an algorithm that invents samples.
iracing is at 60hz? 😂time to stop paying for that crap
so this is not a feature, it's just some other money-grabbing technique
60Hz physics is crazy low!
I can't believe iRacing is using people's constant funding to NOT UPDATE core physics models in the game after all this time 😂😂
Will are you ok? You seem a little manic.
Probably just tired and overcompensating. Was on the sim testing this and the Simagic bases for 15 hours at the point I recorded this.
@@boostedmedia all good. I was just concerned that's all.
Remember being kind to your mental health is no1. If that falls away all the subs in the world mean very little.
2nd :)
Nobody cares. Grow up.
@@chizdippler8496 well, your comment shows how Nobody cares :)
Unpopular (but realistic) opinion: A human cannot discern 360Hz from 60Hz FFB
I'd like to see a semi-scientific experiment to prove or disprove that!
If that were the case, nobody would ever run any reconstruction/interpolation filters because nobody would feel any difference, yet the general concensus is that running with no filters at all results in robotic and grainy feeling FFB across most brands of DD bases.
I can certainly feel a difference here between turning the new setting on and off with all other FFB settings being retained.
Sound like the people that say humans can't see more than 60fps. Nonsense
Considering 125hz to 1000hz is very noticable on a mouse, what would make a wheel any different?
I got to try 1000hz FFB, and even there i noticed a giant different from anything els on the market.
While it does get hard when you get around +400hz
I can discern that the FFB in quite a few other sims is much better than iRacing.
bro has a 100k simrig and sits in there like he doesnt know how to sit perfect in a car. I dont understand why he buys a sim rig like that and dont even know how to sit in it.
What's wrong with how he's sitting? I wonder if the wide angle lens is making it look wrong
Bro comments when he has absolutely no idea what he’s talking about.
It’s a wide angle lens and the camera is about 10cm from the wheel and 900mm from my face so it makes the wheel look huge and really high up.
First))
Are you an adult?
@@chizdippler8496 non credo.