Silverstone with Ferrari 488 evo and cold temperatures, cloudy weather
I raced a lot in iracing with the 488 GT3 in Silverstone and never felt those kind of bumps
Of course every sim is different and I like this differences if they are intentional.
The 8th curve (Luffield) does not have dumps in the reality and in the scanned tracks, same in ACC than iracing but the dumps seems to be the result of the tension between asphalt and rubber.
Hello there! As others are pointing out I think comparing your experience on a TSPC to a SC2 is kind of futile. Presumably you upgraded to a direct drive wheel to obtain faster responses and greater fidelity amongst other reasons, so these details you are experiencing are part of that evolution in your hardware and the software. You will have not felt these on the TSPC as it was simply not capable of producing them.
Of course what you like is completely subjective and if you don’t want all those details in favour of a smoother, more dampened experience that is totally fine. Perhaps try first with a much greater Reconstruction Filter value of 5 or even higher before added Constantly Operating filters such as Dampening and Inertia.
iRacing updates FFB only 60Hz, ACC 400Hz. So basically when driving fast/when car moves fast iRacing FFB is not fast enough to communicate everything that the track may have. Driving at 100km/h means iRacing 60Hz FFB updates every 45cm. (to simplify a little)
So iRacing missing something doesn’t mean it’s right.
It makes almost 0 difference above a certain rate, it’s just for dick measuring for users who have nothing else to live for. If it did, they would’ve increased it by now in their 50+ years of running.
Where frequency matters is high-freq components simulation, such as springs and dampers, where iRacing already runs on a higher refresh rate too if I’m not mistaken.
Even sims that run higher frequency don’t update every single element on every tick, it has to be optimized.
Is it normal that my SC2 Pro base ignores my 900deg bumpstops and disconnects if I spin and take my hands off during the slide? My wheel turns like crazy and then I can hear the connection sound of the base and I need to restart the game after that, because ACC isn’t recognizing the base anymore…
Check your power supply is properly connected to outlet. I can’t think of any other reason than it not keeping up with sudden power requirements from the base.
As I said, the physics thread running at higher frequency has its benefits for simulating components where it makes a difference, particularly sprung parts and damping, which is exactly why we did it.
But without knowing the physics engine in detail, throwing numbers around is meaningless. A higher number does not necessarily translate to a better driving experience, unless, again, we wanna follow the my daddy is stronger sentiment. It’s unlikely that frequency alone will make or break your perception of a sim’s driving physics and FFB compared to another one’s.
Comparing these numbers as layman users to determine which sim is better is pointless, I’ve recently read a forum post where a guy simply listed physics frequencies of different sims as a factual order of superiority, not to mention how questionable the authenticity of this information might be, and how meaningless it is without being familiar of how it’s actually used and which parts of the physics actually refresh at those rates.
Bit like the simulation value in AC1, that was a stellar experiment.
I thought it was kind of de-facto at this point that iRacing FFB is more notchy compared to ones that update FFB more often and to make it smoother it’s good to add filtering/interpolation to it. And that notchiness make the feel sometimes more authentic even if it isn’t.
The comparison with the measurements comparing “inferior” FBB to ACC I got directly from Ari’s stream, so maybe it was only marketing talk then.
Also I wasn’t comparing which simulator is the best, only that FFB having or not having something doesn’t mean it is or isn’t correct and expressed why there could be a change in the FFB feel. I don’t even drive iRacing.
Also simulation value should be kept at 100% always, someone should suggest that the value could be set to more than 100% in CM to Ilja so that the base game could be even better.
iRacing FFB is grainy as hell without some healthy Recon, the whole reason of Recon existence was to deal with that notchiness by “reconstructing” missing samples.
You mentioned it in follow up post to the link I posted, but I have never heard confirmation from anyone if it’s indeed just another * funny * joke from Kunos.
hi everyone, when I’m on the straight I feel some small vibrations that I didn’t feel before v 1.8, I have the Kunos profile in True Drive and in the game the strength is at 30%. is this normal after updating the physics of the new version? can I dampen it with some filter? advice?