There is a thread on this feature, where I suggest to move that question.
The bottom line is that we have no idea how it works and what it does except that it’s supposed to help reducing oscillation at lower damping settings, but looks that there is much more in that.
Hey @Andrew_WOT
apologies for the late response. when I read the explanation you linked (and I had read it before) it seems to be correct as far as what I’m looking for in AC (no lag and smooth, communicative non-peaky force feedback). I’m not very technical when it comes to Force Feedback and the various effects but I have tried a lot of things out and the peak/notch filter felt like the missing ingredient for me. If I use Torque Bandwidth Limit it feels like I lose detail. Increasing Force Reconstruction Filter or Ultra Low Latency Mode introduces a rubber-band type feeling and a loss of detail/precise control/communication from the of the car (to the point where I find it a lot harder to catch a slide). Turning the Reconstruction Filter “OFF” felt good (like my Accuforce which I used before the SC2 Pro) but seemed to introduce “lag” for lack of a better word. reducing Slew Rate limit felt the closest to what I wanted (before peak/notch filter) but this seemed to need to be changed for every car to make it feel “right”. i.e. less for street/vintage cars and more/nearly off for fast road/race cars (how you would expect the rack/tyres/ suspension to feel in vintage vs race cars for example)
anyway it’s all subjective. One thing I can say though, is I’m beating a lot of PBs with the above settings, so it’s at least right for me
Some filters may have side effects, here’s is a good [explanation] (True Drive filters, what they do and how they interact) from community member of some of them including mysterious and not very well understood Notch Filter. You are picking up frequency and lower spikes in the range, it may work for what you want to accomplish by removing harshness in the area but can also cut some wanted info as it does not distinguish between spike or steady torque rise, it just cuts the torque in that range, so you can experience some “holes” in response.
No harm in trying all possible options to get FFB to where you like it, even if the filter was not designed for what you are trying to accomplishing (I myself was very surprised by how well low ULC works for AC), this is the only way to learn, unfortunately documentation does not cover every possible scenario and use case, hopefully over time GD with the help of community will fill it with more info to help us make more informed decisions on tunning feedback to our liking.
But for a Notch filter, my understanding that this is the first one to go as there are new options to help with oscillation issue the filter was supposed to address (sorry, I must have misspoken its intent in original response).
Please don’t take my response as any sort of criticism at your settings, was just trying to help, sharing that little knowledge I have (which is a dangerous thing, I know )
I did my first drive with the sc2 pro yesterday w/ base settings which were meh. Felt better then csw v2 I’m coming from.Tried a few settings on here greatly improved the muted feel.
I saw you had a few post on here what settings did you settle on? For dealing with ffb clipping is adjusting ffb gain in the sim the best way?
Spent a bit of a time today playing with different filters. Ended up with settings below.
Gives good amount of details with no perceived harshness.
Added some Inertia, seems like Friction and Inertia need to go hand to hand to get balanced feeling, dropped Damping a bit as well. You don’t need as much with Friction and Inertia.
So steering wheel feel, weight, reaction speed, slap back are all controlled via these 3 (Damping, Friction, Inertia).
Recon Filter is for smoothing out too fine (sharp) details. 3 seems to be a good balance for me but experiment to get smoothness to you liking.
TBW is Unlimited. No reason to drop information provided in the signal on the floor, smoothing it out via Recon can retain more details.
ULC at 5%, still a mystery to me (and everyone else) how it works, but it adds a bit of rubbery feeling on the top of everything else, almost like finer Recon.
My recommendation is to not just copy blindly someone else profiles, but try to learn the principles so you can tune it to your own liking. Some may prefer things smooth as a silk, some like as much details extracted as possible, there is no one size fits all recipe.
Using something as a starting point is totally fine, but don’t be afraid to change things around. It’s part of the fun.
Andrew that is great news. I have been using the experimental version with the shaders bug, got it from emiljensen2 comment back in Nov 19. I can say that the hardware lock changed a lot for the better of course the overall FFB feeling. Together with your proposed settings 1 month ago used as a baseline, AC feels amazing. The level of realism, control, etc. are the best i have experienced ever with this title.
the release Andrew_WOT is referring went live 6days ago , but there are also some that came out some hours ago. You could try them. You can find em here https://github.com/gro-ove/actools/releases