The common denominator with the above posts is the Microsoft technology. the
MS Sidewinder FF, Saitek R4, and the Interact V4 all "require" using the
standard gameport as the interface. It uses DirectInput to send the FF
effects through the Midi-channel.
Now to condense the explanation as much as I can;
The SG uses a protocol to shut down ALL interrupts and all other processes
during data transfer. This means that while the wheel is being polled, and
the FF effect sent, the entire computer is crippled. So the puter has to
wait sometimes half of each second to grab the positional and FF information
from the wheel. This leaves only half of your CPU's resources at times to
process graphics, sound, etc. When you only have half the CPU resources to
do these processes each second.... you are only going to get half of the
performance (ie... your framerates drop). It's a problem with the SG, and is
an example of MS rushing the sidewinder to market in an attempt to be the
first wheel manufacturer with FF. They were the first, but they paid a hefty
price in performance by doing so....
The USB wheels/sticks are unaffected since the USB interface doesn't shut
down interrupts to perform its duties... it has it's own interrupt.
I have written some tech papers on this very subject at:
www.rs2league.com/tech_talk/tech_talk.htm
you can grab a more detailed analysis of this "5041 Bug" there.
Cheers,
Shumi
www.rs2league.com
> In racing games is it common for the frame rate to drop considerably when
> force feedback is activated?
> All of my racing games slow down to almost a crawl when I switch on Force
> feedback. Normaly they fly along. I have read that if you switch your
> soundcard to single mode DMA then it should help but do not know of a way
to
> do this. Does any one have any other suggestions or is this a common side
> effect of using FF.
> I have a Soundblaster Live 1024 and an Interact V4fx steering wheel.
> Ian