Logitech G Pro Racing Wheel

As far as I can tell, it changes the force curve around centre - loosening it at lower levels or tightening it at higher levels. Personally I feel the higher levels are way too tight, especially on high downforce cars, because it just results in causing too much oscillation around the centre point. It will probably also amplify smaller torque forces, kind of like the minimum force setting that you see in some titles.

It's why I recommend setting it to 1 because it feels much more natural to me, but as I always say it's all about personal preference, so do what feels right to you.
 
As far as I can tell, it changes the force curve around centre - loosening it at lower levels or tightening it at higher levels. Personally I feel the higher levels are way too tight, especially on high downforce cars, because it just results in causing too much oscillation around the centre point. It will probably also amplify smaller torque forces, kind of like the minimum force setting that you see in some titles.

It's why I recommend setting it to 1 because it feels much more natural to me, but as I always say it's all about personal preference, so do what feels right to you.
Can you help me with the TrueForce in-game settings in ACC on PS and PC?

According to Logitech recommended setting the TF for the base should be for PS-20, for PC-25, but what about in-game TF audio settings in the controler menu? There is nothing about it?

By default on PS this settings is 50? Should I left it like this or setup it to 20 for PS and 25 for PC?

Thanks!
 
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Yep, I meant the TF Audio too :)

The wheel settings then act as a limiter within the range set by the game.
Maybe that's why TF felt so negligible and dull at my first try compared to my GT7 experience, but I decided to take the same approach as GT7 equal settings in both the base and in-game, which now I see is not correct for ACC.

I'll give it a try this night with in-game TF audio at 100. Thanks
 
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The general goal with the extra effects that Trueforce provides is to keep it subtle, without overwhelming the experience - just as you feel through the wheel of an actual car; it's why we chose 35 as the value for the Vibration setting in GT. But, again, it's all personal preference - so if you like it loud then feel free 😃
 
The general goal with the extra effects that Trueforce provides is to keep it subtle, without overwhelming the experience - just as you feel through the wheel of an actual car; it's why we chose 35 as the value for the Vibration setting in GT. But, again, it's all personal preference - so if you like it loud then feel free 😃
I like the default setups and I'll stick with them.
 
Geez I think I got that mixed up, my in game vibration setting is 40 and the wheel is at 100. So I should flip that? Game set full and wheel adjusted to taste? Doesn’t the in game setting go all the way to 150?
 
Geez I think I got that mixed up, my in game vibration setting is 40 and the wheel is at 100. So I should flip that? Game set full and wheel adjusted to taste? Doesn’t the in game setting go all the way to 150?
No, you're good. The in-game at 100% was directly referring to ACC, not GT7.
 
It assumes that the in-game is at 100%.
I confirm it's working great with TF20 in the base and 100 in-game settings on PS5, guess it will be the same for PC and even better.

Downshifting is amazing in ACC with TF, also feeling the engine.✌️
 
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What's the current delivery times like in the UK? Wheel for XSX and pedals are showing in stock. If I order them this weekend will I get them by mid-week? Who is the courier (I hate DPD)?
 
Thanks @LOGI_Rich , I'm off work next week but not in on Tuesday or Wednesday. I don't have any reliable neighbours around if I'm out. I have a week off in July. Maybe I should hold on.
 
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I waited mine 8 days to be shipped and another 8-9 days to be delivered. Note that I'm in Eastern Europe.

The gloves were shipped the same day after the order and came to me about 6 days later. Both came with UPS.
 
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Thanks @LOGI_Rich , I'm off work next week but not in on Tuesday or Wednesday. I don't have any reliable neighbours around if I'm out. I have a week off in July. Maybe I should hold on.

With UPS you should be fine. They will attempt to deliver twice and you usually have the option of then redirecting it to a UPS location so you can pick it up.
 
I mostly agree what you said.

Although I really don’t desire such an in-depth test but rather an explanation about what FFB Sensitivity really does. That’s all. I really don’t feel like this is such a big deal from PD.

And FFB Sensitivity is clearly something that affects wheels. I’m not sure why you are posting a picture with controller steering sensitivity. That’s not what I am talking about. I meant the setting below the FFB Max Torque setting that you also posted a picture of.

I can sympathize with people who don’t take what the game says for granted though. Controller a vibration is something that heavily suggests it only affects the DualSense and it is also not present in wheel-related settings yet it has an effect on trueforce.

Overall I really don’t think that extensive testing should be undertaken by the community to document settings that can be easily cleared up by PD.

Different cars/tyres and speeds will likely vary the telemetry values being generated for various effects.
So depending on the wheel settings and what level of "Torque" we set for the game's max output.

What changes this makes in real operation when we lower the in-game "Torque" value in combination with the wheels "Strength"
Is likely similar to comparing each like:

Game Max Torque Output = Source
Wheel Max Torque Output = Amplifier

It's possible that the wheel at max and the game lowered could be similar to the game output set to max and the wheel lowered or do we feel differences or one approach works better than the other?

True Force settings and Vibration Settings within the game are another possibility.

TF at 100 can bring real life to the kerbs but it's then much too high with "Engine" and the "Lateral G / Slip" felt sensations becoming overbearing based on the mix created for these effects.

Examples:
Game = 150 & Wheel TF = 35
Game = 100 & Wheel TF = 85

Both have a combined score of 185 but do they feel identical?

GT7 FFB effects are quite muted with elements like "Kerbs"
Using TF to increase what it offers over the typical FFB vibrations from the game can improve the "Kerbs" feel.

Setting the game to 150 and trying to use high values with TF from the wheel, (for me) I reach a point the engine or slip sensation becomes quite annoying. Yet Id like the bumps/kerbs to be as strong as possible. So without the ability to alter the volume of specific TF effects sensations independently in GT7. Is there a better balance possible that helps increase the felt sensation from the "Kerbs" but lowers enough the engine or slip?

That's something I was playing around with.

Users may be happy with what they have but I think several here could be wondering if their settings can be improved with something else. Or at least learn more about how certain classes of cars can be tuned better with more suitable profiles or settings others enjoy or experience.

btw, the reason I highlighted "Controller Steering Sensitivity" is because others in the past have mentioned it with some even stating how important it was to use "specific values" with the settings they shared.


Steering FFB Options

Option 1:
Adjusting the maximum TORQUE value = Amplitude?

Option 2:
Adjusting Sensitivity & Resistance = Range?
 
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Different cars/tyres and speeds will likely vary the telemetry values being generated for various effects.
So depending on the wheel settings and what level of "Torque" we set for the game's max output.

What changes this makes in real operation when we lower the in-game "Torque" value in combination with the wheels "Strength"
Is likely similar to comparing each like:

Game Max Torque Output = Source
Wheel Max Torque Output = Amplifier

It's possible that the wheel at max and the game lowered could be similar to the game output set to max and the wheel lowered or do we feel differences or one approach works better than the other?
I think a big problem with trying to find the ideal settings for the game and wheel is each car, tires and as some have said track, feels completely different. Some GR.3 cars shift hard and you can feel it in the wheel but not in other cars. You could set it up to be absolutely perfect for one particular car, hop out of it and get into another car and everything changes. So all that time tweaking, is wasted.

I’ve noticed this even with tire change. I like that it’s different but it would be nice for them to narrow the difference a tiny bit yet.

As for game versus wheel settings, from what I understand you’re best to max the wheel for strength and trueforce. Then use the game to adjust. If you do it the other way I was lead to believe you’re narrowing your range. Like if the game is set to 10 and the wheel to 5 its like your maxed out but limited. Almost like highly compressed music, no dynamic range, sounds loud even when it’s quiet as quiet can be.

Yes it would be nice to be able to almost mix trueforce settings like curbs loud, engine and road noise, collisions etc. But honestly the overall feel isn’t too bad. I have mine on recommended and I’d say it feels fairly realistic. I’ve had no time to get started on my new rig with shakers but I’m sure that will round it out a little more. Enough for a game like GT7 anyway.

Whats really annoying is the PS5 eliminated the optical port and you can’t run game sound to your headset and a tv or stereo at the same time. Requiring one to install SimHub and other things. I’d prefer a cleaner setup running with less accuracy and customization just for the simplicity of things. But Sony did that for some reason. It would be nice if simhub could add in call of duty for some tactile feedback, even it if was pretty plain, just some rumbles etc with gun fire and grenades or zombie hits. Haha. If Sony allowed us to run sound to the tv or stereo while we have a wireless headset on I could do that. Oh well. Anyway got off topic there sort of.

At least we have the SimHub option for GT7 to round it all out if needed.
 
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Try deleting the controls.json file from the ACC folder in Documehts then start the game and reassign the controls.
I did that but no luck. I can assign everything but I can't assign the wheel.

On the track I can steer with it but with zero FFB.

Ass you can see there is no default preset for the wheel. It's not listed in the presets.🤔
 

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The differences are as follows:
  • Logitech Branding and colour
  • M6 Bolts are included
  • Pedal plate has all of the holes in the correct place in order to mount the Pro Pedals (although the standard version still has enough holes to mount the pedals satisfactorily)
Hi Rich, I ordered a Playseat Trophy (standard black version not G edition).

One quick preparation question before it arrives so I have the correct hardware on hand! What type (M6?), length, and quantity of bolts do I require to mount the Pro pedals to the Trophy holes that will hold the pedals satisfactorily?

On an unrelated note: I was cleaning my living room yesterday and when my head was near the G Pro Wheelbase I heard the fan going. I found this a bit strange. I hadn't used it for a few days. It's just sitting there plugged in, but turned off, as it does automatically 15 mins after use.

Is it normal that the fan is coming on (and maybe even staying on?!) while the wheel sits unused for days?
 
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Dear Sim Racers,
I’m Quite new on Sim Racing and I’ve invest on Logitech G Pro Wheel & Pedals, Playseat Trophy Seat And the NLR HF8 haptic pad used with Simhub.

I guess that some of this thread readers have the same rig.

Did you experiment using HF8 on GT7 ? If yes do you have any Settings profile for Simhub to share with me.

Plus, is there some in-game GT7 settings changes recommendations.

Many thanks for helping.

Best Regards

Lionel
 
@morfei1 the fact that the other assignments show the wheel name in red would normally indicate that they’re not assigned - the wheel name should be light blue…

Have you got G HUB installed and which other titles on PC have you tried the wheel in?

@CustomX M6 x1 bolts, 15mm in length should be good.

@Katlioma GT7 settings can be found throughout this very thread.

Vibration: 35
Max FFB strength: 10
FFB sensitivity: 1

Wheel at 11Nm with TF Audio at 100.
 
@morfei1 the fact that the other assignments show the wheel name in red would normally indicate that they’re not assigned - the wheel name should be light blue…

Have you got G HUB installed and which other titles on PC have you tried the wheel in?
Yes, I have latest G Hub 2023.04. There all is fine. Yesterday, afternoon I spend about 1 hour with no success.

Last night, I spend about 2 hours with no success and then I desided to try Assetto Corsa with Content Manger. I assigned everything without any problem and did some laps to try. All was fine. Then I get back to ACC and still no success. I turn off the PC.

This morning I powered on the PC and I started the game via Steam play button and everything was fine. I have no idea what happend and I highly doubt it's launching the game via Steam App that sloved my problem.

I have no idea what exactly happend but now it's working in ACC.🤔
 
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I think a big problem with trying to find the ideal settings for the game and wheel is each car, tires and as some have said track, feels completely different. Some GR.3 cars shift hard and you can feel it in the wheel but not in other cars. You could set it up to be absolutely perfect for one particular car, hop out of it and get into another car and everything changes. So all that time tweaking, is wasted.

I’ve noticed this even with tire change. I like that it’s different but it would be nice for them to narrow the difference a tiny bit yet.

As for game versus wheel settings, from what I understand you’re best to max the wheel for strength and trueforce. Then use the game to adjust. If you do it the other way I was lead to believe you’re narrowing your range. Like if the game is set to 10 and the wheel to 5 its like your maxed out but limited. Almost like highly compressed music, no dynamic range, sounds loud even when it’s quiet as quiet can be.

Yes it would be nice to be able to almost mix trueforce settings like curbs loud, engine and road noise, collisions etc. But honestly the overall feel isn’t too bad. I have mine on recommended and I’d say it feels fairly realistic. I’ve had no time to get started on my new rig with shakers but I’m sure that will round it out a little more. Enough for a game like GT7 anyway.

Whats really annoying is the PS5 eliminated the optical port and you can’t run game sound to your headset and a tv or stereo at the same time. Requiring one to install SimHub and other things. I’d prefer a cleaner setup running with less accuracy and customization just for the simplicity of things. But Sony did that for some reason. It would be nice if simhub could add in call of duty for some tactile feedback, even it if was pretty plain, just some rumbles etc with gun fire and grenades or zombie hits. Haha. If Sony allowed us to run sound to the tv or stereo while we have a wireless headset on I could do that. Oh well. Anyway got off topic there sort of.

At least we have the SimHub option for GT7 to round it all out if needed.
I like to look deeper into things as I believe it's possible to improve on discovering better wheel settings (understanding better the available control options) for various types of cars or tyre scenarios. People will of course always have their own preferences too...

Personally, I plan to have 3x FFB profiles for GT7 that I can select depending on the car class being used. What nobody seems to be able to explain is what "technically" altering some of the settings of the game does regarding the generated telemetry from the game.

Let me point something out based on my understanding....
From Simhub we can achieve an idea of how the telemetry output from the game varies for the effects that are supported by Simhub.
I would try to see if there is a way to apply any of these effects to help achieve some form of understanding in how FFB from the game is applied. Not sure it can be of much use but is something I would at least attempt to look into.

"My understanding" is the "wheel" is receiving the same telemetry from the game, to then generate FFB and TF sensations based on its own unique (motor based/tone generation) it applies for the different TF effects range in activity.

As I showed, I have already been able to monitor TF activity so that (if desired) it's possible to generate additional Simhub tactile effects that work in a similar manner to how the wheel uses frequencies and its operations with TF. Logitech did quite a good job on the wheel's TF sensations it has to be commended. I won't go into (additional tactile) here but again this is something nobody else to my knowledge considered or seemed to look into in ways for immersion of better merging both since the wheel was released.

"My Understanding" is that games that support independent volumes for effects are titles that enable the user to individually +/- adjust the output for the telemetry values generated for each specific effect and forward this to the wheel. So the user from the "supporting game title" creates their own TF output level mix for the different effects "how they want" which the wheel then generates based on the TF settings the wheel is using. This is the same as what we do in Simhub with the same telemetry for tactile/wind or motion systems.

One point you noted....
I've not specifically looked but an effect like "gear change", could with certain cars (in-game physics) also be applying font/back longitudinal dip in the chassis. This can be a thing with even motion that a motion rig from a "gear change" activity gives a jolt. So while there is also a separate (thud effect) type response for a "gear change" when an up/down shift is applied the activity of this action could also introduce or be combined with any cars (in-game physics) that may produce additional activity for G-Force based effect sensations within the chassis.

Cars will also vary quite a lot in acceleration/deceleration/cornering speeds/grip levels. Tyres will play a part in this too and these all help to generate different output values from the telemetry.

This might be an explanation to why some cars may feel different to others in some sensations on the wheel.
Likewise, tracks can have surfaces/kerbs/dips that vary in height. These affect how the car's suspension activity is then utilised, also based on the car used/speeds etc . So to better understand "how" some car's "Telemetry Output Varies" to others it would be possible to analyse/compare the range of output car (A) generates to car (B) for any of the supported Simhub effects.

The idea I suggested of seeking to get some people to do the same car/track test to help determine "what wheel" settings people perhaps enjoyed most. This was relevant as it would have let the community try to see if they could find a better configuration than just the Logitech recommended settings.

From this, we could then have compared how the wheel felt differently with choosing different tyres for the "community chosen test car" on the "community chosen test track".

It would have been interesting to then monitor and compare the Simhub-generated effects we wanted with different tyres applied.

What we would likely see is how the telemetry output values or activity is altered (increased/decreased) from one tyre to another which should also be reflected in a similar manner to what is felt by the user in the wheel +/-

Possibly, we may find similarities in generated telemetry effects outputs between car classes and tyres used.
Lower car class with better tyres / Higher car class with lesser tyres.

The point is, at least more would be understood towards determining what scenarios could be defined as low/mid/high output and help towards making 3x saved profiles on the wheel that could be a baseline or user adapted to suit.


For your audio queries, I believe several options are possible with their own pros/cons but it would be best to discuss this in an appropriate thread.

HDMI - SPDIF OPTICAL & FORWARDING HDMI PASSTHROUGH
HDMI - MULTI-CHANNEL ANALOG OUTPUTS & FORWARDING HDMI PASSTHROUGH
USB C / PS5 - COMPATIBLE SOUNDCARD & APPS
 
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@CustomX M6 x1 bolts, 15mm in length should be good.
Thanka Rich. How many of them do I need? Remember you said the black Trophy has enough holes to satisfactorily mount the Pro pedal base. How many?

To be honest it's a bit frustrating that this info isn't more readily available. Anyone buying these things is champing at the bit to race and wants to have all the correct hardware so when it arrives they aren't left stuck without some part....
 
Three for the wheel, six for the pedals (but honestly, four, or even two, are all that are needed). The info is there on the mounting templates that are on the support site, although we don’t ever call out specific bolt lengths. Instead we provide an equation that indicates the maximum length that the bolts can encroach inside the wheel (15mm) and the pedals (10mm). The reason we do this is the unknown element in the equation - the thickness of the plate that the wheel and pedals are attached to. 🙂
 
But you said black (non logitech edition) Trophy doesn't have predrilled holes for all 6. So how many does it have?

Re making the info available more readily. I think it'd be helpful to have the info for at least the most popular / common rigs/seats such as the one we're discussing
 
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