Ultra Low Latency Mode, how it work?

Sounds like placebo to me

Nope, experiment.

It was the optimum for me by conducting experiment in multiple cars where i would go down a straight and with other filter settings on the edge of oscillation find the value which was repeatedly better.

Im by no means saying its optimum for everyone. I just want to know how it works enough to make correct choices. If i knew how it worked i could understand secondary consequences to my choices. To say this isnt science is kind of missing the point. We have got to this fantastic point in DD wheels precisely due to scientific approach. Gains may be small but they are still gains and i paid a premium to get the SC2 and have the best i can have. It would be cool to not be in the dark on the setting.

Having said that im still happy and those arnt toys going out of the pram :slight_smile:

2 Likes

No placebo in my case, perhaps for some it might be. I unfortunately am one who is very sensitive to latency, both visual and tactile; for me, the Low-latency filter helps with car-control.

I would run it higher if I could, but combined with my other settings, I get oscillatory behaviour once I pass the ~12% mark. Running between 8-11% gives me about 0.1sec/ave per lap in iRacing, vs running at zero.

It will be a personal thing, as is sensitivity to latency on displays…

Best is to test it out and see if you gain from it or not. One shoe indeed doesn’t fit all.

1 Like

Beano, that was in reference to max value 20% vs recommened by someone and copied everywhere else 19%. Does it really make a difference or odd and fractional numbers just make it look more scientific?

Andrew, ha, I am struggling with reading-comprehension basics today :frowning: In any event, there will be a very small delta between 19 and 20%. I will always use the highest number for ULL that is stable, but at the level of control and response the SC2 provides, difference between 19 and 20 are only semantics - or, in this case, placebo indeed :wink: Apologies for the misunderstanding.

In any event, I think we have many budding rocket-scientists in our DD community, haha

1 Like

Thanks Beano, that should ease my not very scientific mind. :nerd_face:

My personal observations after playing around with this filter in different titles.
Description perhaps is not very precise as it does more than just removing oscillatory behavior.
Example, Assetto Corsa, it has embedded Gyro (Dynamic Damping in ACC) which essentially removes any oscillation on straightaways, yet I have found this filter quite beneficial in AC as well.

  1. It does take edge off some sharp details, the feedback feels more rubbery, like from real tires.
  2. Eases that harsh slap back after understeer when you start gaining traction back.

5% is more than enough there, anything more and it starts eating too much details.

The other one is R3E, that one has very offensive oscillatory behavior (no dynamic damping) and require maxed out full 20% of Ultra Low Latency to let lower Damping to some reasonable 20% level so it doesn’t feel like driving through molasses.

Hope we’ll get some more descriptive explanation on the filter behavior and what it does somewhere down the road when the team gets some room to breathe to revisit documentation.

4 Likes

This discussion is so far over my head I can’t even see it. As a soon to be new racing gamer and new SC2 Pro owner I hope I can figure out a setup that will allow me to be as competitive as my developing skills will allow. Hopefully the above two sentences make sense. I don’t want to be a computer hardware/software expert. I want to spend my time and effort learning to drive fast, safely, in a crowd on various tracks. I need to keep the setups reasonably simple. Hopefully you all can provide assistance. I don’t want to be trading paint with you fine folks while I’m trying to pass safely. Neither do I want to hold you up when you’re faster than me. I want you to be able to pass safely. I’m looking forward to racing with you when I graduate from Iracing rookie school.

See you on the track,

Richard aka: Arc

Haha i feel you Richard!
I have the same,i dont want too spend hours what 1% change in a setting does change in driving feel.
And most filters i still dont know what they do,but sometimes a car feels weird and then its good too know what too change…what i still dont know :smiley:

2 Likes

RoccoPaul, it’s fortunate for me that I found this forum. The power users and Granite Devices Team seem to be quite tolerant of our lack of computer savvy and are generous with their help. With their advice and encouragement, a SIMUCUBE 2 And lots of practice I will be able to drive any car on any track. Mostly I’ll try to stay out of other drivers way until I develop the skills to race safely and competitively.

Keep the shiny side up ladies and gentlemen.

2 Likes

hi on iracing 5% is it correct ?
thxs

You can adjust it higher until you start getting oscillation in your wheel, then back off maybe 0.5 or 1% and leave it there.

Due to high torque I am running, mine is at 8%, but for most guys, you should be able to turn it up to 15-16%.

1 Like

Can the new NVIDIA Reflex filter present in iRacing also affect this value? Can you try to lower it by finding benefits or does it have nothing to do with Ultra low latency?

NVidia’s Reflex things is not a filter, and is related to graphics, not game controllers.

I supposed.
Difficult this ULM filter, I feel the difference but I still do not find a definitive value (I can confuse the response of the sc with a response perhaps of the machine due to a wrong setup). Using iR and all TD filters at 0 so theoretically low latency, should I go down as much as possible with ULM?

It is a myth and misconception that filters somehow spoil the signal and increase latency. It is of course true when looking at outrageous / high values - for example low pass filter (torque bandwidth limit) will cause all peaks in the signal to be felt later or not at all, if the frequency in the filter is low. But modest values do nothing but improve the driving feel and remove artifacts from the game-generated FFB signals, thus it is crazy to drive a direct drive system with 0 filtering. Most of the “ripple” that you would feel like that is something that the game developer is not meaning to be able to be felt anyway.

With ultra low latency mode filter, you will be able to go a bit lower on the friction/inertia/damping filters without the wheel starting to oscillate too much. Such oscillation is an unwanted artifact caused by inherent lag in the feedback loop from game engine -> pc-> windows -> USB -> wheel -> wheel position -> wheel -> USB -> Windows -> game engine.

3 Likes

Let’s say that it is not the oscillations that worry me, but a linearity of the steering with a few degrees, because I tend to turn the steering wheel a little.

The filters do not affect steering linearity in any way.

Hey! Hope you dooing good
I remember (or think I read it
somewhere in this forum) that recon filter 1 does sort out signal above 1000 Mhz. This is what bandwidth limit is for AFAIK . Is this total nonsense? Some say that the less one filters the better the “true FFB intention from the game physics” comes through " while others are using huge amount of filters (the constantly operating ones) at full torque to rebalance all. Is it possible that a F1 wheel with 300mm and weighting 1150 grams will need total different settings? Thanks!

Scientia potentia est :nerd_face:

https://granitedevices.com/wiki/SimuCUBE_Firmware_User_Guide#SimuCUBE_Force_Reconstruction_Filter

1 Like

Me, I’m the “errare humanum est” type and quite often part of the “beati pauperes spiritu” fraction.:grinning: