DiRT Rally 2.0

DiRT Rally 2.0

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DesRoin Mar 29, 2019 @ 4:17pm
Trying to understand the FFB issue
Hello everyone,
So I just bought myself my very first wheel (Logitech G920) and I'm trying to understand the FFB issue everyone is having.
For me the FFB is so extreme that I have the feeling the car is literally driving on it's own... I get the wheel blown out of my hands regulary.
Now obviously I have to re learn how to drive completely now but in terms of feedback it does feel quite extreme to me.
If somebody could give me an explenation of how it should feel that'd be great.
Thanks in advance!

Greets,
Des
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Showing 1-15 of 27 comments
Elio Mar 29, 2019 @ 4:32pm 
What are actually your settings in the control panel of the device !?
Are you using the Logitech software with it ?
DesRoin Mar 29, 2019 @ 4:37pm 
Originally posted by Elio:
What are actually your settings in the control panel of the device !?
Are you using the Logitech software with it ?
I took the default profile, changed the reach of the wheel to 520 (default is 900 and I think that only fits to trucks?) and sensitivity to 100. Activated central spring feature and put it's strength to the default 10%.
The software I'm using is the Logitech Gaming Software. However for some reason it only has the options I've descibed I can't adjust FFB from within this particular software. Or at least I haven't found it yet.
Like I said it is my first wheel and I'm still trying to find a sweet spot for the settings in the game.
Elio Mar 29, 2019 @ 4:50pm 
OK ! ;-)

Did you calibrate your wheel inside the game !?
What are actually your settings in the game ?
DesRoin Mar 29, 2019 @ 5:02pm 
Originally posted by Elio:
OK ! ;-)

Did you calibrate your wheel inside the game !?
What are actually your settings in the game ?
I have, my settings are:
https://steamcommunity.com/sharedfiles/filedetails/?id=1697822444
and
https://steamcommunity.com/sharedfiles/filedetails/?id=1697822596
Raffi Mar 29, 2019 @ 5:04pm 
Ich antworte jetzt mal in Deutsch und füge den übersetzten Teil unten ein.

Deine Frage wie es ich anfühlen sollte, ist genau die Frage. Hier gibt es unterschiedliche Auffassungen und deshalb meine Frage an dich zurück. Da ich ja nicht weiß wie alt du bist, zuerst fährst du schon im realen Leben ein Auto und warst du damit schon mal auf einer Rennstrecke oder im Gelände unterwegs und bist an deine Grenzen gekommen?
Wenn ja, fühlst du den Widerstand wenn du eine Kurve fährst, also die Kraft die du aufwenden musst um den Winkel zu halten, stopp hat dein Auto Servo Lenkung, wie ist es bei dem Auto im Spiel?

Was fühlst du am Lenkrad wenn dein Heck ausbricht, du dich zu drehen beginnst… die Kraft wird erst geringer, wie die Geschwindigkeit des Fahrzeugs dann kommt der Grip zurück und es zerrt am Lenkrad, du lässt es los und es dreht sich kraftvoll in die Ausgangsposition zurück, dies tut es von alleine durch den Nachlaufwinkel der Achsgeometrie des Autos.
Je besser das Physikmodell der Rennsimulation umso besser kann das FFB eines Lenkrades umgesetzt werden.
Für mich ist es bei Dirt Rally 2.0 nichtssagend, ich spüre zwar die Lenkkräfte, aber nicht die Rückmeldungen der Fahrbahn, also den sogenannten Griplevel, wie stark hafte oder rutsche ich.

Hierzu gibt es bestimmt unterschiedliche Meinungen, meine beruht auf realen Erfahrungen, die ich auf die Simulationen übertrage und wenn sie diesen am nächsten kommen, ist für mich gut oder schlecht umgesetzt.

I answer now in German and paste the translated part below.

Your question how it should feel like is exactly the question. Here are different views and therefore my question back to you. Since I do not know how old you are, at first you drive a car in real life and have you ever been on a racetrack or off-road and have come to your limits? If so, do you feel the resistance when you're cornering, so the force you have to spend to keep the angle stops your car's power steering, how's the car in the game?
What do you feel on the steering wheel when your rear breaks, you start to turn ... the power gets lower, like the speed of the vehicle, then the grip comes back and it tugs on the steering wheel, you let it go and it turns powerfully into the starting position back, this does it by itself by the caster angle of the axle geometry of the car.
The better the physics model of the racing simulation the better the FFB of a steering wheel can be implemented.
For me, it is meaningless in Dirt Rally 2.0, I feel the steering forces, but not the feedback of the road, so the so-called Griplevel, how strong I grip or slide.
For this there are certainly different opinions, mine is based on real experiences, which I transfer to the simulations and if they come this closest, for me, good or bad implemented.
a small introduction into the dark side of ffb: "clipping"

https://www.youtube.com/watch?v=96pEg6QxM88

if you have never heard about it, you should let that sink in and try to understand what it means for your practical situation.

Now we have to face Dirt Rally 2.0 and it's ffb signal, comprised of multiple parts. There is the "sat" (self-aligning torque), then two types of friction-modifiers (static + dynamic friction), as well as additional: suspension-fx, "collision"-fx

Some of these things complement each other, some will cancel each other out. The only "real" physics-derived force actually is the SAT at the top of the list. Everything else gets added onto that

For my personal taste: I don't like "collision", at all. I turn it right down. As well as static friction ("wheel weight"): I put it very low on my T300. Maybe on higher-end wheels this is a useful effect since those usually exhibit way less internal friction and inertia than a real car's steering assembly. But for my el-cheapo wheel, I turn it pretty much off or almost off. So far I have experimented with values between 5 and 20%.

suspension: still undecided. Sometimes I like more, then the next day I like it less.

"colision". one word: completely useless for steering-feel. You want be hit with a hammer every time you brush a bush at the side of the road? Go right ahead and destroy any relevant information by adding collision effects! I have no use for this useless information!

One useful add-on effect? "tyre friction". It will make your wheel harder to turn when there is increased weight pushing down on the steering-axxis, namely in moments of compression. However, going overboard with it - again - has the potential of drowning out information that is otherwise useful.

Now the real problem:
The dynamic range of the game's signal vs. the physical capabilities of the wheel you operate...

...the games signal is pretty bare and unfiltered. It has a very large dynamic range. Small forces appear as very low signal-strength, sometimes below the mechanical inertia of what you wheel can actually translate to you. Hence very little "road-feel" ( the "noise" inside the signal generated by rolling over an uneven surface and smaller surface-transition events). On the other side we have canned effects, seemingly hard-coded into the game, the cattle-grids.

I think CM should implement a low-forces boost-adjustment for the user to pair with their wheels and in general investigate the add-on effects sliders for functionality. Yes this game has a completely different set of physics and handling-code, thus the resulting ffb-signal is bound to be different, as well (even if the ffb-pickup code was a carbon copy of DR1, it's results would still be demonstrably different!).

Some folks hack a set of different numbers into the configuration-files found inside the game-directory, amplifying the signal the game-code calculates. This brings those very small actuations up in value BUT it will also make big events smash against the signal-ceiling, just like overdriven speakers. Yes they will play as loud as their membrane will pulse the air that touches them, just the resulting "sound" will just be incomprehensible noise whenever a recording being played on them reaches anywhere near enough into the headroom of the signal.

So there we have it: my laymens' explanation of what is wrong with ffb at the moment.
DesRoin Mar 29, 2019 @ 5:09pm 
Originally posted by Raffi:
Ich antworte jetzt mal in Deutsch und füge den übersetzten Teil unten ein.

Deine Frage wie es ich anfühlen sollte, ist genau die Frage. Hier gibt es unterschiedliche Auffassungen und deshalb meine Frage an dich zurück. Da ich ja nicht weiß wie alt du bist, zuerst fährst du schon im realen Leben ein Auto und warst du damit schon mal auf einer Rennstrecke oder im Gelände unterwegs und bist an deine Grenzen gekommen?
Wenn ja, fühlst du den Widerstand wenn du eine Kurve fährst, also die Kraft die du aufwenden musst um den Winkel zu halten, stopp hat dein Auto Servo Lenkung, wie ist es bei dem Auto im Spiel?

Was fühlst du am Lenkrad wenn dein Heck ausbricht, du dich zu drehen beginnst… die Kraft wird erst geringer, wie die Geschwindigkeit des Fahrzeugs dann kommt der Grip zurück und es zerrt am Lenkrad, du lässt es los und es dreht sich kraftvoll in die Ausgangsposition zurück, dies tut es von alleine durch den Nachlaufwinkel der Achsgeometrie des Autos.
Je besser das Physikmodell der Rennsimulation umso besser kann das FFB eines Lenkrades umgesetzt werden.
Für mich ist es bei Dirt Rally 2.0 nichtssagend, ich spüre zwar die Lenkkräfte, aber nicht die Rückmeldungen der Fahrbahn, also den sogenannten Griplevel, wie stark hafte oder rutsche ich.

Hierzu gibt es bestimmt unterschiedliche Meinungen, meine beruht auf realen Erfahrungen, die ich auf die Simulationen übertrage und wenn sie diesen am nächsten kommen, ist für mich gut oder schlecht umgesetzt.

I answer now in German and paste the translated part below.

Your question how it should feel like is exactly the question. Here are different views and therefore my question back to you. Since I do not know how old you are, at first you drive a car in real life and have you ever been on a racetrack or off-road and have come to your limits? If so, do you feel the resistance when you're cornering, so the force you have to spend to keep the angle stops your car's power steering, how's the car in the game?
What do you feel on the steering wheel when your rear breaks, you start to turn ... the power gets lower, like the speed of the vehicle, then the grip comes back and it tugs on the steering wheel, you let it go and it turns powerfully into the starting position back, this does it by itself by the caster angle of the axle geometry of the car.
The better the physics model of the racing simulation the better the FFB of a steering wheel can be implemented.
For me, it is meaningless in Dirt Rally 2.0, I feel the steering forces, but not the feedback of the road, so the so-called Griplevel, how strong I grip or slide.
For this there are certainly different opinions, mine is based on real experiences, which I transfer to the simulations and if they come this closest, for me, good or bad implemented.
Ich war über 5 Jahre im Außendienst unterwegs ;)
So back to english I'm quite an experienced driver on normal roads and winter/icy conditions but never went on a race track or off roading. I'm driving a little Citroen C4 Cactus in real life and before that I had a 2014 Mercedes A-180. Learned driving on a VW Golf Plus (driving school 11 years ago) and then drove an old Peugoet 206.
Hence no I have no clue how a race car or a rallye car should feel in real life, then again we're talking about a game here and the Logitech wheels can't ever give a realistic representation anyway methinks due to their gearing system.
Raffi Mar 29, 2019 @ 5:15pm 
I just saw your screenshot, switch off Steering Center Force Enabled and try soft lock 35.
DesRoin Mar 29, 2019 @ 5:15pm 
Originally posted by Simon said DIE ♥♥♥♥♥!:
a small introduction into the dark side of ffb: "clipping"

https://www.youtube.com/watch?v=96pEg6QxM88

if you have never heard about it, you should let that sink in and try to understand what it means for your practical situation.

Now we have to face Dirt Rally 2.0 and it's ffb signal, comprised of multiple parts. There is the "sat" (self-aligning torque), then two types of friction-modifiers (static + dynamic friction), as well as additional: suspension-fx, "collision"-fx

Some of these things complement each other, some will cancel each other out. The only "real" physics-derived force actually is the SAT at the top of the list. Everything else gets added onto that

For my personal taste: I don't like "collision", at all. I turn it right down. As well as static friction ("wheel weight"): I put it very low on my T300. Maybe on higher-end wheels this is a useful effect since those usually exhibit way less internal friction and inertia than a real car's steering assembly. But for my el-cheapo wheel, I turn it pretty much off or almost off. So far I have experimented with values between 5 and 20%.

suspension: still undecided. Sometimes I like more, then the next day I like it less.

"colision". one word: completely useless for steering-feel. You want be hit with a hammer every time you brush a bush at the side of the road? Go right ahead and destroy any relevant information by adding collision effects! I have no use for this useless information!

One useful add-on effect? "tyre friction". It will make your wheel harder to turn when there is increased weight pushing down on the steering-axxis, namely in moments of compression. However, going overboard with it - again - has the potential of drowning out information that is otherwise useful.

Now the real problem:
The dynamic range of the game's signal vs. the physical capabilities of the wheel you operate...

...the games signal is pretty bare and unfiltered. It has a very large dynamic range. Small forces appear as very low signal-strength, sometimes below the mechanical inertia of what you wheel can actually translate to you. Hence very little "road-feel" ( the "noise" inside the signal generated by rolling over an uneven surface and smaller surface-transition events). On the other side we have canned effects, seemingly hard-coded into the game, the cattle-grids.

I think CM should implement a low-forces boost-adjustment for the user to pair with their wheels and in general investigate the add-on effects sliders for functionality. Yes this game has a completely different set of physics and handling-code, thus the resulting ffb-signal is bound to be different, as well (even if the ffb-pickup code was a carbon copy of DR1, it's results would still be demonstrably different!).

Some folks hack a set of different numbers into the configuration-files found inside the game-directory, amplifying the signal the game-code calculates. This brings those very small actuations up in value BUT it will also make big events smash against the signal-ceiling, just like overdriven speakers. Yes they will play as loud as their membrane will pulse the air that touches them, just the resulting "sound" will just be incomprehensible noise whenever a recording being played on them reaches anywhere near enough into the headroom of the signal.

So there we have it: my laymens' explanation of what is wrong with ffb at the moment.
Thanks for the detailed answer. Makes a lot of sense to me even though I find it extremely nuanced considering the rather harsh flack the game gets because of it.
The Logitech wheel seems to have a bit of a "center dead zone" from what I've read that comes with the system it is using. Hence even if the game had all of this fine tuning I'd think you only feel it while already engaging in the FFB driving corners and such.
I loved playing the game with a controller tbh and played it for over 100 hours already, now with the wheel lets see if I can get a better learning curve and put another 100 hours on top xD
DesRoin Mar 29, 2019 @ 5:15pm 
Originally posted by Raffi:
I just saw your screenshot, switch off Steering Center Force Enabled and try soft lock 35.
I'll give it a go!
Originally posted by DesRoin:
Ich war über 5 Jahre im Außendienst unterwegs ;)
So back to english I'm quite an experienced driver on normal roads and winter/icy conditions but never went on a race track or off roading. I'm driving a little Citroen C4 Cactus in real life and before that I had a 2014 Mercedes A-180. Learned driving on a VW Golf Plus (driving school 11 years ago) and then drove an old Peugoet 206.
Hence no I have no clue how a race car or a rallye car should feel in real life, then again we're talking about a game here and the Logitech wheels can't ever give a realistic representation anyway methinks due to their gearing system.
Laß mich raten: Der kleine Peugot hatte eine sehr viel "informativere" Lenkung als dein heutiger Cactus. Stimmt's oder hab' ich recht?
(bin mehmals einen 206 als Leihwagen im Urlaub gefahren, vor facelift-Modelle noch mit hydraulischer Servolenkung. ein mMn unterschätztes Normalo-Auto)
DesRoin Mar 29, 2019 @ 5:18pm 
Originally posted by Simon said DIE ♥♥♥♥♥!:
Originally posted by DesRoin:
Ich war über 5 Jahre im Außendienst unterwegs ;)
So back to english I'm quite an experienced driver on normal roads and winter/icy conditions but never went on a race track or off roading. I'm driving a little Citroen C4 Cactus in real life and before that I had a 2014 Mercedes A-180. Learned driving on a VW Golf Plus (driving school 11 years ago) and then drove an old Peugoet 206.
Hence no I have no clue how a race car or a rallye car should feel in real life, then again we're talking about a game here and the Logitech wheels can't ever give a realistic representation anyway methinks due to their gearing system.
Laß mich raten: Der kleine Peugot hatte eine sehr viel "informativere" Lenkung als dein heutiger Cactus. Stimmt's oder hab' ich recht?
(bin mehmals einen 206 als Leihwagen im Urlaub gefahren, vor facelift-Modelle noch mit hydraulischer Servolenkung. ein mMn unterschätztes Normalo-Auto)
Oh ja... das war was von dem "man merkt nichts im Lenkrad" Golf auf den Peugoet zu wechseln und dann ab durch die Schlaglöcher im Thüringer Wald ^^
Oh je irgendwie vermisse ich das Auto... :'(
(wobei das wohl jedem so geht mit seinem ersten Auto egal was für eine Mühle das war)
Originally posted by DesRoin:
Hello everyone,
So I just bought myself my very first wheel (Logitech G920) and I'm trying to understand the FFB issue everyone is having.
For me the FFB is so extreme that I have the feeling the car is literally driving on it's own... I get the wheel blown out of my hands regulary.
Now obviously I have to re learn how to drive completely now but in terms of feedback it does feel quite extreme to me.
If somebody could give me an explenation of how it should feel that'd be great.
Thanks in advance!

Greets,
Des
exaclty. .. it should not really feel like that.. unless thats your preference.

but instead of explaining. go pick up any other sim racer and compare. dirt rally 1 would be a good choice and when its on sale it can be $10 or less. it has great loose surface FFB.

basically people are complaining because the FFB is missing half its feedback. its information. its effects. all you are getting is sefl aligning torque (the wheels trying to follow the path of least resistance. ie tryng to point where the cars momentum is going.) and wheel friction. (the force to turn the wheel. i.e turning against the self aligning torque. against the tyre grip and fristion of moving parts in the steering. basically just a heavy, dead weight feeling.)

it is missing completely all other effects. from the tyre slip, to the suspension, road surface, feel etc. many of these effects are very useful. they exist because not being in a real car you lose alot of information, i.e the feeling of the car roatation around you, leaning when going around corners, geforces etc.

all of those forces should be taken from the physics engine and sent to the wheel, it can take a while to learn to interpret it but it can be very useful. it also makes the driving far most exciting and immersive. irl you generally dont feel any of those effects through a wheel but in a sim game it is necessary if you want to drive close to the edge.

vr is also very helpful in that aspect as you see the car rotate around you so you know when you are going sideways. and instead of being stuck looking where the car is pointing in a slide (i.e at the apex) you can turn your head and look where you are going. also handy to look beside you to check if your tail is going to clip and adjust throttle/ steering accordingly. it is also very useful for braking distances etc as you can see depth. and for slopes so you know when you are going uphill or downhill so you can drive/ brake accordingly.

vr is amazing in dirt rally. so useful. improves my stage times dramatically. and not to mention how immersive it is. i use a very cheap lenovo explorer (slightly higher res than the new oculus rift s..) with an fx8350 and gtx 1060 and its great.

sorry. got off topic there and started talking about vr. which is another way to receive some of the information the ffb is trying to give you.

but anyway. all other sim racers have full FFB effects/ options. for those that prefer to turn most of those off they can. so they play it like you are now with dirt rally 2.0 settings (which are still a bit wonky in their own right exluding the missing features. but are decent if you dont like the full FFB feel)

but codemasters didnt give us a choice. they just left out the ffb effects. to save money etc .as far as i know they are the first sim racer to do this, hence the outrage from their customers. most people want those ffb settings. and they should be outraged. they should have a choice. it was part of what made original dirt rally great. it should not be left out of the sequel, nor ANY sim racer in 2019.. its very bad form on codemasters behalf.
Andy Blade Mar 29, 2019 @ 7:52pm 
Really not the best game to test a new wheel on and get feel for ffb imo.
Originally posted by Andy Blade:
Really not the best game to test a new wheel on and get feel for ffb imo.
agreed.
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Date Posted: Mar 29, 2019 @ 4:17pm
Posts: 27