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- JASON_ROCKS1998
- JR98 GAMING
It's basically you feel what you would in the real car? Or at least something similar to it.It's worth it. You don't even have to know the advanced stuff.
It's basically you feel what you would in the real car? Or at least something similar to it.It's worth it. You don't even have to know the advanced stuff.
It's basically you feel what you would in the real car? Or at least something similar to it.
So if I crashed at 200MPH into a wall, would I feel that? Because if so, I think I'll pass. But anyway you need a wheel for it, which I don't have the space or money forIn simple terms, yes.
So if I crashed at 200MPH into a wall, would I feel that?
You might with a clubsport though, believe me!Your wheel will probably have a little "jolt". You are not going to get injured.![]()
However if you race a lot on I-racing you maybe slightly biased because of the money invested into it.
@LogiForce -- That's true, but I don't consider any effects that are only executed by force feedback to be a part of the game's physics. For example: a lumpy road surface that causes a FFB response but produces zero effect with a gamepad/keyboard/whatever, or with the wheel's AC adapter unplugged, because it isn't actually simulated at the physics level.
And what I'm saying is that's not always the case (see Gran Turismo, but maybe not GT6) and any effects that are only FFB output and not represented within the physics -- like some of the seat-of-the-pants effects you mentioned -- should not be considered "physics" just because they impact your driving. I think people too often judge the physics of a game based upon how it "feels" with a wheel, which is subjective and way too dependent upon your hardware and settings.I think you are misunderstanding what I said. Cause what I said was that if the car hits that bump, the Physics calculates the impact on tyres and suspension. If the tyres move left and/or right enough to cause the steering rack to be moved, than the Physics engine sends that steering rack data through a ForceFeedback system which generates a Force Feedback signal. That Forcefeedback signal is than executed.
And what I'm saying is that's not always the case (see Gran Turismo, but maybe not GT6) and any effects that are only FFB output and not represented within the physics -- like some of the seat-of-the-pants effects you mentioned -- should not be considered "physics" just because they impact your driving. I think people too often judge the physics of a game based upon how it "feels" with a wheel, which is subjective and way too dependent upon your hardware and settings.
Physics is about variables, equations, and vectors, not the rubber grips beneath your fingers.![]()
So if I crashed at 200MPH into a wall, would I feel that? Because if so, I think I'll pass. But anyway you need a wheel for it, which I don't have the space or money for
Better than thousand words:
your right! Its actually 14,670,000 words based of the following:
(60*8)*30+(30*9)=14,670
14670*1000=14,670,000 words all said in just over 8 minutes
yes i calculated it. Its simple maths
Didi you really count it?
But the video shows FFB in action, that's why I posted.
Are there any talks on the WMD forum about a Demo?
I think this is the best explanation of FFB I've seen so far. Makes perfect sense. 👍👍I think you are misunderstanding what I said. Cause what I said was that if the car hits that bump, the Physics calculates the impact on tyres and suspension. If the tyres move left and/or right enough to cause the steering rack to be moved, than the Physics engine sends that steering rack data through a ForceFeedback system which generates a Force Feedback signal. That Forcefeedback signal is than executed.
The key here and the tricky bit is that you have to have a fast calculating Physics and FFB system as well as near zero input lag on the wheel. If all of those bits are not in sync the feedback you feel seems delayed or would feel like something was not correct.
The more direct the wheel is moved in sync with what happens on a Physics level, the more real and correct the forcefeedback will feel.
That is... as long as you use pure steering rack simulation. If you add optional bits like seat-of-pants, than the wheel won't move as the Physics depicts (even minus the human factor holding the wheel). In other words optional 'fake' informational forces cause the wheel to do extra things than normal, and will cause the system to go out of sync to a certain extend.
Nah its all good, a bit surprised but I completely understand why. Getting the digital prerecord regardless. I haven't been following this game since 2012 for nothing.There will be no demo due to us already running way too late on finishing the game itself. So there won't be any time to make a demo even if the team would desire it.
You'll probably have to wait for end-user responses to make up your mind after launch if you are still in doubt. Or find a place where it will be demonstrated in maybe a PS4 or XB1 cabinet. Although it is up to shops to decide to drop in the pCARS disc or not I think.
So I'm sorry, but a demo is just not viable due to the circumstances. I hope you understand.
The author of that blog is a blathering attention-seeker I know from another board who seems to consider himself a sort of amateur "investigative sim racing journalist" ever since he uncovered shady practices going on over at iRacing. With that thirst for blood and all the hype, he would love nothing more than for PCARS to flop so he can say, "I told you so."
It's just really, really sad that racing sim games - as niche a sector as you're going to get, which relies heavily on the support of all corners of the dedicated community - gains an eejit like that who thinks "yes, this is the industry full of corruption and conspiracy that I need to expose."![]()
A blog that'll lower your IQ the more you read it. Its not worth your time.What blog?
All that talk about FFB... I can tell you this - I used to test pCARS with a controller for a long long time and finally decided to use my DFGT in the last couple of month. Well, I've been missing a lot. Really, it's like a different game with the wheel. Yeah, playing with the controller is nice and fun but it doesn't come close to playing with the wheel. I never thought much about DFGT - it's a solid, reliable, basic wheel but nothing special. Well, with the latest FFB improvements it made it feel like a million bucks. I'm sure if I tried one of the high end wheels I'd be blown away, but still I have found that even with something like this wheel you can really feel the road, bumps, kerbs, and damage that your car sustains. I really urge you guys to get a wheel to play this, if you can afford one.