Better FFB Needed In GT7?

  • Thread starter VBR
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Do PD need to implement better FFB in GT7 to compete with their rivals on PS4?

  • No - keep it the same.

    Votes: 0 0.0%

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    22

VBR

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A question for wheel owners who've experieinced Project CARS &/or Assetto Corsa;

do you think that PD need to up their game as regards FFB in order to compete with the excellent FFB in Project CARS & Assetto Corsa?

By the time GT7 comes out it will have competition on PS4, & what with the great FFB feel in those 2 games, GT might get left behind. GT's FFB has always been far too light imo, especially the general weight of the wheel, & it also has practically no options to tweak it to our personal taste.

What do you think?


:)
 
VBR
A question for wheel owners who've experieinced Project CARS &/or Assetto Corsa;

do you think that PD need to up their game as regards FFB in order to compete with the excellent FFB in Project CARS & Assetto Corsa?

By the time GT7 comes out it will have competition on PS4, & what with the great FFB feel in those 2 games, GT might get left behind. GT's FFB has always been far too light imo, especially the general weight of the wheel, & it also has practically no options to tweak it to our personal taste.

What do you think?


:)
It would be great if they did, but I don't think they "need" to. Just a guess but I think wheel ownership on next gen will be significantly lower due mainly to the higher prices for peripherals so far. I picked up my 900 degree, paddle/sequential shifting, FFB wheel for $99 for GT5 and there is nothing close to that price point for that kind of wheel now. Sure the T150 or G920 is a better wheel, but also a lot more money, close to the price of the console.

The FFB in AC has reached a whole new level IMO, after the DP2 update. I feel totally connected to the cars now and driving anything in the game is a very immersive, very exciting prospect. If PD could reach that level or something close with their entire library of cars that would be quite an accomplishment.
 
My DFGT is twice heavier in Project CARS than Gran Turismo.
Also it will be interesting to see how many degrees will be the steering wheel rotation in cockpit view.If again is only 180 degrees I am out.
 
Something I think GT7 could really use in the FFB department is a FFB Clipping Meter. It is invaluable in AC in determining just how much FFB I can use on my wheel without losing information. In PCars and AC you can save settings per car as well, so you can adjust to the various tire models. In hindsight, going purely by feel, I realized that when you turned the wheel up to 6 or 7 in GT6 you were probably beginning to clip and at 8 or 9 you probably lost all of the fine detail that's actually in the game. Seeing as how the FFB clipping app in AC was programmed by a third party in his spare time and given free to gamers, it can't be that complicated to do.
 
Something I think GT7 could really use in the FFB department is a FFB Clipping Meter. It is invaluable in AC in determining just how much FFB I can use on my wheel without losing information. In PCars and AC you can save settings per car as well, so you can adjust to the various tire models. In hindsight, going purely by feel, I realized that when you turned the wheel up to 6 or 7 in GT6 you were probably beginning to clip and at 8 or 9 you probably lost all of the fine detail that's actually in the game. Seeing as how the FFB clipping app in AC was programmed by a third party in his spare time and given free to gamers, it can't be that complicated to do.

iRacing has the same functionality.

It's an important thing to get the most out of your wheel. With something to monitor how much of your wheel's "power" each FFB event uses, along with adjustable minimum and maximum force sliders you have total control to make sure you're feeling everything that the game is trying to tell you.

In GT right now you have to kind of do it blind, and there's no minimum force adjustment. It's not ideal.
 
Definitely yes. I can feel a few bumps here and there, but it does need improvement. Especially when something oversteers and goes into a slide, my wheel doesn't pick that up, so I have to guess how I correct the steering. If GT7 is going to be a good game, good FFB response will make it all the better, and make a more enjoyable experience than just good physics or graphics.
 
Which a simple FFB meter that is already in most sims would help alleviate.

Would it be necessary for GT? Presumably PD tunes the FFB to keep clipping to a minimum, which is why it appears less strong than other games. PC sims have to cater for a larger range of wheels so have wider adjustments, PCars also has several independent gain adjustments so exceeding the FFB limit is quite easy.
 
Would it be necessary for GT? Presumably PD tunes the FFB to keep clipping to a minimum, which is why it appears less strong than other games. PC sims have to cater for a larger range of wheels so have wider adjustments, PCars also has several independent gain adjustments so exceeding the FFB limit is quite easy.
If PC sims, Forza and PCars are any indication, games are moving more and more towards laser scanning of tracks. This is a trend that will likely advance until you find no tracks in any decent sim that aren't laser scanned. Laser scanning and proper curbs, along with the wide variety of tire selections in the GT series would make a FFB meter mandatory IMO. The FFB requirements of a Suzuka vs. an Oulton Park are quite a bit different and one basic setting for all tracks means you lose something on one and gain it on another. Take the same two tracks and run with Comfort Hards and then Racing Softs and the FFB requirements change again. Since it's so easy to put in a simple slider and a save setting feature, I see no reason why you wouldn't include this in GT7. FFB should be tunable by car and track just like any other setting, in order to maximize feedback from the game. Of course there should also be a basic setting that you can use if you don't want that extra tunability and just want to plug and play.
 
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