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Hi @cm_caseyringley ,
I hope you are finding yourself at home as I was at Codemasters and the F1 team.
One question about Force Feedback, as I presume that there won't be any metrics in the OSD to show FFB clipping/saturating.
What is the highest value for the general force feedback strength before the signal gets oversaturated?
@DavidGG53 wrote:
Hi @cm_caseyringley ,
I hope you are finding yourself at home as I was at Codemasters and the F1 team.
One question about Force Feedback, as I presume that there won't be any metrics in the OSD to show FFB clipping/saturating.
What is the highest value for the general force feedback strength before the signal gets oversaturated?
Mr. G! Excited to see what y'all are doing at Lighthouse Games.
No new metrics in the OSD for FFB signal, correct. I do think that's a good idea for UDP exposure, though. Will see if we can't put it on the list.
Highest value for FFB strength can become something of a 'How long is a piece of string?' question since the chance of signal clipping will vary a lot by car setup, track grip, and track geometry. I think the default of 70 is a good balance which clips the signal only slightly in corners with very high load like Copse. That setting gives me, on a TS-PC with SF1000 wheel, very nice definition in the signal and overall strength. If you have direct drive or another wheel with strong motors, there can be good value in setting the strength lower in game and torque higher in the wheel's own control software. With the in-game setting at 50, I see almost no clipping of the FFB signal ever, even in edge case corners like Eau Rouge.
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