Forum Discussion
mariohomoh
3 years agoHero (Retired)
To the best of my knowledge, I don't think there was ever an firmware update to the G923 itself in the 2 years or so I've owned it. As in, whatever firmware version it shows on G Hub for the wheel has been there for ages.
@RVladimiro that's probably due to the mix up between Trueforce feedback and FFB, plus the settings variability users have. Since the latter are rarely shared on these reports, we all assume our experience is the same.
What hints of that to me is OP commenting on how it's ok on the menus, but things go awry once they hit the track. The game has a blanket set of parameters for the wheel while on the menus, or just use whatever the device default settings are, and has the user profile kicking in once in the car.
I've seen you mentioning elsewhere that you suspect that TF was straight out disabled on this new patch. Indeed that seems to be the case, considering the reports we're seeing here.
As far as I know, Xbox has a tough constraint on their peripherals that end up limiting the number of bindable buttons and RPM lights functionality. The way devs used to work around that on the Logitech side was by using the TF SDK, regardless of the TF feedback being implemented or not.
So it all feels like the TF api was just scissored out 🤷♂️
@RVladimiro that's probably due to the mix up between Trueforce feedback and FFB, plus the settings variability users have. Since the latter are rarely shared on these reports, we all assume our experience is the same.
What hints of that to me is OP commenting on how it's ok on the menus, but things go awry once they hit the track. The game has a blanket set of parameters for the wheel while on the menus, or just use whatever the device default settings are, and has the user profile kicking in once in the car.
I've seen you mentioning elsewhere that you suspect that TF was straight out disabled on this new patch. Indeed that seems to be the case, considering the reports we're seeing here.
As far as I know, Xbox has a tough constraint on their peripherals that end up limiting the number of bindable buttons and RPM lights functionality. The way devs used to work around that on the Logitech side was by using the TF SDK, regardless of the TF feedback being implemented or not.
So it all feels like the TF api was just scissored out 🤷♂️
matty0blobber
3 years agoNew Ace
@mariohomohIf thats the case and they have cut TF out for the time being in order to get FFB working....shouldn't they have said that in the patch?
I'm thankful they've got FFB working but people who have purchased TF wheels deserve to know that surely.
- mariohomoh3 years agoHero (Retired)@matty0blobber Are you used to that level of detailed breakdown from EA?
I see that happening often with studios like Creative Assembly, Paradox, and iRacing - to name just a few that I have personal experience with.
Not with EA and I don't see that changing anytime soon.
TL;DR: the fact that nothing got mentioned in the patch notes doesn't mean anything.- matty0blobber3 years agoNew Ace@mariohomoh Is that really considered a detailed breakdown though?
Just notifying people they've turned it off while they look for a fix is a detailed breakdown?
I don't think that's asking for much considering people are now getting aggy their TF isn't working, could've easily been avoided.- mariohomoh3 years agoHero (Retired)@matty0blobber No one will disagree with you. I don't disagree either, issues and their handling of things have been communicating poorly.
The only divergence here is you finding it odd, while I never came to expect anything better from their patch notes. Or from the majority of other humongous studios out there.
@Shoegazer75 perhaps try creating another FFB profile from scratch in the game menu. So don't duplicate the current one; open the default profile and edit from there, just to test. Same values as your preferred profile.
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