Brend
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The disconnect from the physics definitely seems to be a thing and can be experienced (on occasion) at Tokyo Expressway. Unless I'm misunderstanding how car feel works, there are certain odd scenarios on this track when the wheel will 'judder' in sync with the 'passing under bridge/signage' wind sound effects as if the car itself has experienced some form of vibration from driving under the under expressway roads/beside signs at high speed.FFB development between titles has been minimal to be perfectly honest.
As far as improvements go, well I could just cheat and say they need to mirror RF2/AMS and be done with it, but to provide more detail:
- Realistic build-up of steering weight based on lateral load, currently the progression just isn't accurate, and feels like the FFB version of audio rammed through a low quality compressor.
- With the above the fake FFB chatter on understeer wouldn't be required, honestly it really wouldn't
- FFB tied to the actual steering geometry changes, as either steering geo isn't currently modelled correctly or the two are not fully linked. The easiest way to experience this Paddock Hill at Brands Hatch, as you cross the crest the car is at an angle to it, so the left and right suspension are not experiencing the same changes, in every other sim (and more importantly reality) this causes the steering to pull to the right while unloading the wheel. It only occurs for a fraction of a second, but its both accurate and important communication, and it's missing in GT.
- The above may also explain why the FFB in GT isn't as sensitive to camber changes as it should be, but that could also be down to some real world tracks being far smoother than they should be.
- More set-up options are needed, from a straight physics feed to the FFB (as almost every other sim on the market offers) to canned effects for those who want them, driven via sliders and pre-sets to allow people to tune it the way they want it.
Currently the FFB in GT feels to disconnected from the physics engine that should be driving it. In most other titles you get (or at least get the option for) a direct raw feed from the physics engine, which you can then apply dampers to, add canned effects (for Seat of the Pants feel, etc.), and tune the mix yourself. GTS feels like audio that's been passed through heavy studio production, it's had harsh high and low pass filters added to it, its been compressed and the engineers behind the desk has removed anything they think isn't needed, and then finally added auto-tune to it when they think you need it (FFB chatter on understeer). The end result is middle of the road FFB (to mix puns in a bad way) that attempts to offend no-one, but ends up being too safe and bland for those who know what it should feel like.
Now I would have no issue with that being the 'default mix' if we had the option of bypassing all of it and putting our own mix together, but PD still really don't like giving people options, so all we get is tone and volume sliders (to use the audio analogy again).
Don't get me wrong, it's also possible to go to far the other way, see the original Project Cars for an example of that. Dialling in FFB on every car individually is not the answer either, but plenty of other titles on the market have got the balance right, so it's not like this isn't possible. Nor is this something that can only happen on PC, as AC got the balance right on console with far less resource than PD and with a few options and sliders provided FFB that's far more accurate and tuneable (in terms fo canned effects should you want/need them).
Either that - or my Fanatec is on the fritz. 😂
Mystery likely solved below but I'd still like to see what FFB improvements PD has in store - especially with the new Fanatec partnership.
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