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FFB frequency

Discussion in 'ACC General Discussions' started by Jynnantonix, Sep 6, 2018.

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  1. Jynnantonix

    Jynnantonix Simracer

    Disclaimer: possible armchair expert opinion ahead!

    Does anyone know what the FFB refresh rate will be in ACC. I may be wrong here, but it's my understanding that RF2's ffb feels so amazing because it is running at a very high refresh rate. I had a similar experience in IRacing a while back where someone created a service that updated the ffb refresh rate to 120hz from 60hz or something. The difference in fbb was night and day in terms of how nuanced and detailed it was. The only problem is it created unacceptable input lag which made catching slides almost impossible. So I wonder if ACC is getting a refresh rate upgrade in ffb?
     

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  3. Tberg

    Tberg Alien

    I would think twice before calling Lord Kunos 'armchair expert' :D

    Does this comment qualify me as armchair expert?
     
  4. If I remeber correctly the FFB tick rate will be quite a bit lower in ACC than it is in AC. Which I'm slightly worried about..

    Not saying any numbers because I can't remember exact figures.
     
    Phil64 and Andrew_WOT like this.
  5. steno

    steno Gamer

  6. Jynnantonix

    Jynnantonix Simracer

    The 'armchair expert' reference was to myself, certainly not Stefano!
     
  7. TDS

    TDS Alien

    if i remember correctly in AC ffb AND physics tick rate is 333hz, but you can lower the ffb tickrate editing a .ini file if you want, as some wheels doesn't like too high ffb hz.

    in ACC i have no idea of the current FFB tick rate, 120hz+ should be more than fine and i hope its more around the 300hz mark :)
     
    Last edited: Sep 7, 2018
  8. Andrew_WOT

    Andrew_WOT Alien

    From the linked above post from Stefano, the physics tick is still 333hz same as AC but IO (i.e. FFB) is 1/3 of it, 111hz. It is even worse than Half Rate FFB option in AC.

    Hopefully it will be just a default that can be adjusted if needed.
     
    Nahkamarakatti and TDS like this.
  9. Leclettico

    Leclettico Gamer

    And what about the possibility to manage the clipping (like FFB Clip for AC)?
     
  10. Uff

    Uff Andrea Candini

    This has nothing to do with FFB rate, it's just a matte of settings the FFB strenght. The FFB bar was already present in the Misano demo, so I would not worry about it. :)
     
    Andrew_WOT likes this.
  11. LeDude83

    LeDude83 Alien

    111 Hz doesn't really sound low for a heavy and "slow" machine like a FFB wheel. It means oscillations of ~55 Hz can be reproduced. Can any RL steering rack transmit torque at a higher frequency?!? I honestly don't know. If anything, high frequencies are really only interesting for kurb rattling etc. During normal driving, what are we talking about...2, 3 Hz?
     
    Salad Fingers likes this.
  12. Tberg

    Tberg Alien

    I would be worried if information in my car was half a second delayed...
     
    rycil likes this.
  13. rycil

    rycil Simracer

    Not directly related to the topic but can have some impact on the feeling: does ACC simulate power steering?
     
  14. LeDude83

    LeDude83 Alien

    Me too but in my post there was no mention of a half second information delay.
     
  15. Tberg

    Tberg Alien

    What I ment was, that I'm under the impression that the FFB rate defines how fast the interval of information, that is sent to the wheel, is working. So, at 111Hz it's 9ms between each package, or simply 111 packages of information pr. second.
    2Hz is a package pr. half a second, that's really nothing. Capable oscillation in steering racks or ffb wheels has little to do with ffb or physics tick rate, far as I understand.
     
    GRFOCO likes this.
  16. chakko

    chakko Alien

    This thread makes me wonder how different ACC's FFB will feel, in comparison to AC. Hopefully not much, because AC's FFB is one its major strengths, in my book.
     
    LChaves and After_Midnight like this.
  17. Neilski

    Neilski Hardcore Simmer

    But that wasn't what was meant by "2 Hz" in the message you're talking about: it was a 2 Hz oscillation, not packet rate (so the 2 Hz motion of the wheel was still gonna be created by 111 Hz packets).
     
    LeDude83 likes this.
  18. LeDude83

    LeDude83 Alien

    Correct. When recreating an oscillation with discrete values, you need 2*frequency as sample rate - in this case FFB frequency.

    I just think that what you experience during normal driving is something in the range of single digit Hz - the wheel swinging back and forth in your hands. I think from maybe 20 Hz on we can already talk about "vibration". And now our FFB wheels (and RL steering) certainly has a low-pass characteristics so from a certain frequency on the vibrations will be heavily attenuated, maybe not perceivable, anymore.

    Would be interesting to have a FFB test tool where you can set the frequenc in order to find out where the wheel drops out.
     
    Neilski likes this.
  19. +1 :confused:
     
  20. pankykapus

    pankykapus KS Dev Team Staff Member KS Dev Team

     
    ALB123, TDS and Michael Hornbuckle like this.
  21. BrunUK

    BrunUK Alien

    You're missing a very important point. An analogue oscillation of 2Hz needs a much higher frequency to be described digitally.
     
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