jrbabbitt
Premium
- 2,891
- Charleston, SC
- TCR_JimyBee
No need for insults, the third piece of software, the 1.15 update, is the conflicting piece.You're missing the point or being purposefully obtuse. They previously were not conflicting. They
No need for insults, the third piece of software, the 1.15 update, is the conflicting piece.You're missing the point or being purposefully obtuse. They previously were not conflicting. They
I have to agree, at first I thought it was broken! I thought 7 felt good but the initial FFB was still a little light so have settled on 8.tgt2,increased the torque to 7 and think the ffb is improved.
Same here for the DD Pro Fanatec!Driving with a T-GT and the wheel feels spongy floaty and disconnected. There's no feeling whatsoever anymore even when maxing torque and sensitivity. Easily the worst update PD has put out for this game.
Why??
Yes. A lot.Lol is it even worse than it was before?
I have a t-gt 2 and it’s terrible. Maybe what your feeling with the extra detail is that there’s now almost zero resistance so all you have is the vibrations. I just played some Acc instead, maybe polyphony should play it themselves and pick up some tipsI have to agree, at first I thought it was broken you have ! I thought 7 felt good but the initial FFB was still a little light so have settled on 8.
My observation is that the spring weight is a little too weak but the FFB detail is much better compared to the previous update.
It would be great to hear from any other G-GT 2 owners to see if there is a difference between the G-GT and the G-GT 2.
Alright, I have a feeling this is going to be somewhat of an unpopular opinion, but just out of curiosity, for all the GT DD Pro and T-GT users who feel like this update has ruined their FFB, what max torque were you using before the update?
Because while there is certainly some actual negative impact from this FFB update, I have a suspicion that this is being massively magnified by the fact that a lot of you were previously running max torque settings that were way too high, and you'd just gotten used to the feeling of heavily weighted FFB with zero dynamic range that's clipping to all hell.
Pre-update, anything above 4 or 5 max torque (depending on your wheel) was clipping. This means that the high forces were being compressed in order to bring up the low forces. This increases the ffb strength on average, but at the cost of losing a ton of detail because there's no dynamic range anymore, you can no longer feel the difference between the high forces and the low forces. (For anyone who knows audio, this works exactly like a limiter)
So I suspect PD's goal here was to make 10 max torque equal to "the strongest ffb your wheel can handle without clipping" so that people would stop running like 8 max torque and losing all the detail in their wheel.
So, for people who previously ran like 3 or 4 max torque before, you should be able to turn it to 10 now and get a very similar feel to what you had previously. But for people who were running at 5/6+ max torque before, you're now feeling like the FFB is extremely weak (albeit much more detailed) because you've gotten accustomed to running a much stronger FFB than your wheel is actually capable of handling without clipping.
There's a reason high end DD wheels can do 15-20+ NM of torque, and it's for this exact thing, it allows you to run a higher average FFB strength without clipping all the peaks away.
So my question is this, is there anyone who was running a T-GT or DD pro who, pre-update, used 3 or 4 max torque? For those people, how does 10 max torque now compare to what 3/4 felt like pre-update?
I have a suspicion that it's still a little bit low overall, PD probably have too much of a buffer at the high end which is making 10 max torque now feel like 2-3 rather than 3-4 (pre-update), but I really do believe that if they bump that up just a little bit that this will be a massive improvement overall, and those of you who feel it's way too weak now have to come to terms with the fact that you have a 5-8nm wheel not a 15+ nm DD wheel and you were running your wheel way too strong before
I used 4 torque until a couple of weeks ago, then have turned it up to 5 as I’ve been playing so much my grip strength/shoulders must have gotten stronger. I had the day off work today so was waiting for the servers to come back online and immediately it felt wrong, Theres almost zero resistance to turn in. It almost felt like the wheel wasn’t plugged in but there was still vibrationsAlright, I have a feeling this is going to be somewhat of an unpopular opinion, but just out of curiosity, for all the GT DD Pro and T-GT users who feel like this update has ruined their FFB, what max torque were you using before the update?
Because while there is certainly some actual negative impact from this FFB update, I have a suspicion that this is being massively magnified by the fact that a lot of you were previously running max torque settings that were way too high, and you'd just gotten used to the feeling of heavily weighted FFB with zero dynamic range that's clipping to all hell.
Pre-update, anything above 4 or 5 max torque (depending on your wheel) was clipping. This means that the high forces were being compressed in order to bring up the low forces. This increases the ffb strength on average, but at the cost of losing a ton of detail because there's no dynamic range anymore, you can no longer feel the difference between the high forces and the low forces. (For anyone who knows audio, this works exactly like a limiter)
So I suspect PD's goal here was to make 10 max torque equal to "the strongest ffb your wheel can handle without clipping" so that people would stop running like 8 max torque and losing all the detail in their wheel.
So, for people who previously ran like 3 or 4 max torque before, you should be able to turn it to 10 now and get a very similar feel to what you had previously. But for people who were running at 5/6+ max torque before, you're now feeling like the FFB is extremely weak (albeit much more detailed) because you've gotten accustomed to running a much stronger FFB than your wheel is actually capable of handling without clipping.
There's a reason high end DD wheels can do 15-20+ NM of torque, and it's for this exact thing, it allows you to run a higher average FFB strength without clipping all the peaks away.
So my question is this, is there anyone who was running a T-GT or DD pro who, pre-update, used 3 or 4 max torque? For those people, how does 10 max torque now compare to what 3/4 felt like pre-update?
I have a suspicion that it's still a little bit low overall, PD probably have too much of a buffer at the high end which is making 10 max torque now feel like 2-3 rather than 3-4 (pre-update), but I really do believe that if they bump that up just a little bit that this will be a massive improvement overall, and those of you who feel it's way too weak now have to come to terms with the fact that you have a 5-8nm wheel not a 15+ nm DD wheel and you were running your wheel way too strong before
Why is the DD Pro clipping so easily on GT7 though? Hook it up to a pc and play any sim of your choice and you can run much stronger ffb without any clipping at all. And that’s with much more detail in the ffb also. Hell, even playing AC or ACC on PS5 you can tell the DD Pro can handle much more than GT7 is throwing at it.Alright, I have a feeling this is going to be somewhat of an unpopular opinion, but just out of curiosity, for all the GT DD Pro and T-GT users who feel like this update has ruined their FFB, what max torque were you using before the update?
Because while there is certainly some actual negative impact from this FFB update, I have a suspicion that this is being massively magnified by the fact that a lot of you were previously running max torque settings that were way too high, and you'd just gotten used to the feeling of heavily weighted FFB with zero dynamic range that's clipping to all hell.
Pre-update, anything above 4 or 5 max torque (depending on your wheel) was clipping. This means that the high forces were being compressed in order to bring up the low forces. This increases the ffb strength on average, but at the cost of losing a ton of detail because there's no dynamic range anymore, you can no longer feel the difference between the high forces and the low forces. (For anyone who knows audio, this works exactly like a limiter)
So I suspect PD's goal here was to make 10 max torque equal to "the strongest ffb your wheel can handle without clipping" so that people would stop running like 8 max torque and losing all the detail in their wheel.
So, for people who previously ran like 3 or 4 max torque before, you should be able to turn it to 10 now and get a very similar feel to what you had previously. But for people who were running at 5/6+ max torque before, you're now feeling like the FFB is extremely weak (albeit much more detailed) because you've gotten accustomed to running a much stronger FFB than your wheel is actually capable of handling without clipping.
There's a reason high end DD wheels can do 15-20+ NM of torque, and it's for this exact thing, it allows you to run a higher average FFB strength without clipping all the peaks away.
So my question is this, is there anyone who was running a T-GT or DD pro who, pre-update, used 3 or 4 max torque? For those people, how does 10 max torque now compare to what 3/4 felt like pre-update?
I have a suspicion that it's still a little bit low overall, PD probably have too much of a buffer at the high end which is making 10 max torque now feel like 2-3 rather than 3-4 (pre-update), but I really do believe that if they bump that up just a little bit that this will be a massive improvement overall, and those of you who feel it's way too weak now have to come to terms with the fact that you have a 5-8nm wheel not a 15+ nm DD wheel and you were running your wheel way too strong before
Okay, just curious, did you actually play at those settings before or is that just what you're guessing? Did you play (pre-update) any significant amount of time with Max torque at 1? Or 3? Or have you just been at 5 the entire time and are estimating what you think 1 or 3 felt like?Its fair to theorise but not at all accurate in my experience
I was running the default 5/5 on TGT, which itself was not more physically demanding than running 3 torque 6 sensitivity on GT Sport. I'm not someone who likes having to manhandle the wheel at all.
Now it the T-GT with maxed settings feels like a G29 on 1/1
When you played today after the update, did you try with max torque at 10? If so, are you saying that max torque 10 now feels significantly weaker than what 4 felt like pre-update? This is honestly what I'm trying to figure out, this isn't rhetorical or a trick question or anything.I used 4 torque until a couple of weeks ago, then have turned it up to 5 as I’ve been playing so much my grip strength/shoulders must have gotten stronger. I had the day off work today so was waiting for the servers to come back online and immediately it felt wrong, Theres almost zero resistance to turn in. It almost felt like the wheel wasn’t plugged in but there was still vibrations
This isn’t just people complaining about nothing
I didn’t say in my original comment but yes I’ve jacked the Strength up. On booting the game up i immediately went into the gr1 race at Daytona with the Mazda 787. It felt strange, thought it was maybe the car as id never actually driven it before. Then I tried another car which I had driven before then I messed about with the settings all the way till they were both on 10. Them came on here and saw others where having problems tooOkay, just curious, did you actually play at those settings before or is that just what you're guessing? Did you play (pre-update) any significant amount of time with Max torque at 1? Or 3? Or have you just been at 5 the entire time and are estimating what you think 1 or 3 felt like?
When you played today after the update, did you try with max torque at 10? If so, are you saying that max torque 10 now feels significantly weaker than what 4 felt like pre-update? This is honestly what I'm trying to figure out, this isn't rhetorical or a trick question or anything.
Okay, just curious, did you actually play at those settings before or is that just what you're guessing? Did you play (pre-update) any significant amount of time with Max torque at 1? Or 3? Or have you just been at 5 the entire time and are estimating what you think 1 or 3 felt like?
When you played today after the update, did you try with max torque at 10? If so, are you saying that max torque 10 now feels significantly weaker than what 4 felt like pre-update? This is honestly what I'm trying to figure out, this isn't rhetorical or a trick question or anything.
There's no way they tested it. They can't have tested these and thought "yep, that's good, that's how we want the game to feel". I mean, was anyone even saying the FFB was too strong or did they have the sense that if they felt it was, they'd just turn it down?I think they don't have an internal quality control because this is unacceptable 🤬
I was running at 5/5 on the T-GT since GT7 launched, it's lighter than I was running in GTS (8/8) but it was alright enough for me not to think "oh I have to ramp that back up". Since the update today, 10/10 is NOWHERE NEAR as strong as 5/5 was yesterday, there's no feel to it at all, and absolutely no resistance. It feels like when I'd set up the wheel for my 8 year old niece on GTS and turn the torque down to 1 so she couldn't hurt herselfWhen you played today after the update, did you try with max torque at 10? If so, are you saying that max torque 10 now feels significantly weaker than what 4 felt like pre-update? This is honestly what I'm trying to figure out, this isn't rhetorical or a trick question or anything.
If you move your wheel with no power going to it can you feel a notchy, grainyness? I can feel that in game. Pre update I couldn’tT-GT user here using GT Mode, latest firmware with Transducer on 100. I'm actually finding it not too bad but as I like the wheel light (2 and 8 pre update) it's not much of an issue to run it a bit higher (5 and 2 now) to get a similar weight but better feel. There seems to be more range for the sensitivity setting now. I can actually feel a difference between 1 and 10... finally.
I can definitely see how it would be an issue for people that like a heavier feel though.
I'm not sure what you mean. Unplugged from everything it's smooth as. I have to turn the wheel very slowly to even feel a tooth on the belt. In game there's a slight grainy feel coming from the transducer but nothing too bad. I'm certainly getting more road/kerb feel from the FFB though but not in traditional sense. It's not the harsh vibration of a sawtooth kerb you get in some games, it's a more subtle feel but it kicks the wheel going onto and off of them now. Slides are easier to catch so far but I haven't used much in the way of known tail happy cars yet.If you move your wheel with no power going to it can you feel a notchy, grainyness? I can feel that in game. Pre update I couldn’t
DD Pro user, and yeah, this is pretty bad. I have Torque maxed on the wheel, Linear response so I can feel some onset of it, and FFB Strength maxed in GT7 and it's stunning how weak it is. As others have said, equivalent to 1 or 2 in the past. I fully expect a micro update in a few days, because this is atrocious. I'll just tough it out till then.
T300 and Csl elite users don’t appear affected. For TGT users the game is near unplayable now; as the young esports chap here found out
The FFB is broken, it can be mitigated by jacking everything up to get some feedback but that’s a workaround and is so obviously not how it should be that it shouldnt need explaining.
Imagine a new user brings their TGT or DD pro connected for the first time. What are they going to think?
The changed wheels are literally in the patchupdates. The G29 has not been changed. Doesn't feel any different to me either.My 29 is basically useless now.. Floats all across the track with no road feel at all
I appreciate the heads up but that's the problem. The functions are just too convenient, and as NikNak says, the FFB is kind of generic anyway. With the Torque jacked up, it's remotely useful now and I've racing okay with it, so I'll leave it as is till PD gets a patch ready to go.You lose control of the other toggle switches though
I've been running fairly weak FFB, cut back to about 7 or 8 in the DD Pro itself, which I believe Fanatec recommends 10. Then it was trimmed in GT7 to 3, or 2 with the Tomahawk because wobble was kind of annoying otherwise. Even then it was rather mild FFB. Sensitivity was on 1 till I read a bunch of chatter about what it was doing, so I set it to 5 to split the difference. Sensitivity is "road feel." With Torque juiced up in the DD Pro and GT7 both it's still pretty limp.I have a suspicion that this is being massively magnified by the fact that a lot of you were previously running max torque settings that were way too high
So, again, just to be clear, you're saying that pre-update you ran 70-80 FF on your DD Pro and 3 max torque in game. Now, post-update you're using 100 FF on your wheel and 10 max torque in-game, and it still feels weaker than it did pre-update? Is that correct?I've been running fairly weak FFB, cut back to about 7 or 8 in the DD Pro itself, which I believe Fanatec recommends 10. Then it was trimmed in GT7 to 3, or 2 with the Tomahawk because wobble was kind of annoying otherwise. Even then it was rather mild FFB. Sensitivity was on 1 till I read a bunch of chatter about what it was doing, so I set it to 5 to split the difference. Sensitivity is "road feel." With Torque juiced up in the DD Pro and GT7 both it's still pretty limp.
No there is definitely resistance, I changed it to 10 initially after the 1.15 update and found that the FFB was too strong on snap over steer and nearly pulled the wheel out of my hands.I have a t-gt 2 and it’s terrible. Maybe what your feeling with the extra detail is that there’s now almost zero resistance so all you have is the vibrations. I just played some Acc instead, maybe polyphony should play it themselves and pick up some tips