> Hi Mario
> That article is circa 2003 -- I might point out ;)
> Times change - have you noticed any improvements in computer hardware
> (cpu, mem, fsb, etc.) since 2003? There have been improvements in
> performance and timing. Software development has also improved a bit
> <wink>
> It may be time to revisit this issue.... afterall.... my racing wheel
> doesn't have bungie-cord in it anymore!
> 0-0-0-0-0
> -==-
>> Norman Ball:
>>>Mario Petrinovich:
>>>> Norman Ball:
>>>>>Mario Petrinovich:
>>>>>> <==-==>:
>>>>>>> Agree Pat
>>>>>>> No forces to deal with - light loose steering - no kerb effects -
>>>>>>> near
>>>>>>> instant opposite lock - etc
>>>>>>> Yup - non-ffb is actually faster and should be considered a "view
>>>>>>> like" cheat.
>>>>>>> Not to say an "overwhelming" advantage, but certainly some
>>>>>>> advantage.
>>>>>> Non-ffb isn't a cheat. Non-ffb is MORE real than ffb. Ffb is
>>>>>> FAKE (unlike***pit view).
>>>>>> Somebody who is in simulation bussines excelently explained
>>>>>> this
>>>>>> in r.a.s. (to me) some time ago. -- Mario Petrinovich
>>>>> So one person's view persuaded you and we should all agree?
>>>> Yes, : ). Ffb has latency, which distructs "the reality" in
>>>> sims.
>>>> This discussion took place around the New Year 2003/4. The name
>>>> of
>>>> discussion is "What would be better", and it started Dec.28.2003.
>>>> 8:30pm
>>>> (it could be that this is european time). Excellent discussion.
>>> Joysticks in general have latency. So what do you suggest, the keyboard?
>>> Anyway, technology has moved and you might want to too.
>> Sorry Norman, I didn't have free time to answer. This is also
>> answer
>> to Pat and Ronald.
>> First Norman, I was talking about FFB latency (so, it doesn't
>> matter
>> if it is a joystick or wheel ffb). Ffb latency is much greater than brain
>> latency, this is the problem, and non'ffb joystick or wheel latency is
>> lower
>> than brain latency.
>> Now, the answer to you all, please take a look at this discussion:
>> http://www.racesimcentral.net/
>> Especially the posts by Tom Pabst. Tom isn't associated to
>> companies
>> mentioned by Pat. But he is heavily into simulation bussines by owning
>> the
>> company that runs realistic simulations at Infineon raceway (if I
>> understood
>> that correctly). Here is the link for it:
>> http://www.racesimcentral.net/
>> He is interested in reality in simulation (of course).
>> Here it is the most interesting part of what Tom said about ffb:
>> "G-Force is another issue that is mostly over-rated by non race
>> car
>> driving sim racers. Yes, there is some "back of the seat" feel....that
>> is provided by g-force in a real race car that is missing in a sim. But
>> it is not something that is tough for the brain to deal with when its
>> missing from the simulation experience. What I mean is, it doesn't cause
>> our brains to "discount" the whole experience as unrealistic. Here's why
>> (and this comes primarily from some research that NASA did early on in
>> training the astronauts in simulators):
>> Our brains are very good a creating a simulated environment for
>> us.....when
>> we do tasks in a simulator (fly, race, etc.). Let's say there are 10
>> elements, or "inputs" of data.....that we receive when racing in a real
>> race
>> car. 10 categories of data/input to our brains, like: Sight (visuals),
>> sound, smell, g-force, vibration, etc. If you put the brain into a
>> simulated environment that does 5 to 7 of those really well (does them
>> well
>> enough to be believable by our brain as real), then the brain helps us
>> out
>> and starts filling in the missing items! However, if we put our brain
>> into
>> a simulator environment that does 5 to 7 things really well, but it does
>> the
>> 8th thing really badly (like g-forces that are not timed properly to the
>> visual event...and I mean the timing has to be dead on perfect....not off
>> by
>> a milli-second because our brains can tell when it is), then the brain
>> will
>> actually discount and discard all the really good things and
>> say...."Nope,
>> this whole experience is not realistic!"
>> This is why we don't use force feedback controllers. They are fun, but
>> the
>> timing is off....in even the best of them. This "timing" is not a
>> function
>> of the FF controller, but more of the sim software that triggers the FF
>> events. I would love to use it.....show me a sim program that does the
>> timing right....and we'll start using them. In the meantime, we use
>> "sound
>> generated vibration" to accomplish something of the same thing."
>> IOW, ffb is destructive to sense of reality, while spring loaded
>> wheel is less destructive. There is a reason why top companies associated
>> with car racing simulation doesn't use ffb, and the reason is the
>> destructivness this brings to reality.
>> I didn't try the newest games, though (I just came back to
>> simulations to follow the iRacing progress, : )), but I doubt that
>> something
>> has changed in that thing. -- Mario Petrinovich