In my opinion, the main issue with FFB and our racing sims is that the FFB is position based in our games rather than torque-based. I believe this is one of the main reasons why using high torque values of FFB give way too severe and aggressive FFB even though the same magnitude of torque may be detected in real life - the same magnitude of torque may be detected in real life but the behavior of that torque and how it changes with regards to your inputs is completely different to our games which often feel like they want to power through against your will (I’m guessing because the wheel is told to rotate to a certain point in our games VS rea life where the “FFB” is purely reactive to forces).
In real life, FFB is REACTIVE whereas our game’s FFB is ACTIVE.
Also, real life FFB has a huge amount more inertia than our game’s FFB systems.
No matter what sim I play, I have to use lower FFB settings than I would like or else there are many FFB characteristics that are much too aggressive, sharp, powerful, and accelerative compared to real life.
FFB of simracing is still quite a ways away from real life. High powered direct drive wheels have exposed this more than when using consumer wheels with lower power. In some ways, consumer wheels are more realistic than high powered direct drive wheels.