rec.autos.simulators

Force feedback working properly in sims yet?

Ronald Stoeh

Force feedback working properly in sims yet?

by Ronald Stoeh » Sun, 15 Jun 2008 08:10:40


> 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.
>  -- Mario Petrinovich

As soon as someone invents a car with a steering wheel that's completely disconnected
from what's happening to the car, I'll stop using FFB. Race-by-wire, YIKES!
Mario Petrinovic

Force feedback working properly in sims yet?

by Mario Petrinovic » Sun, 15 Jun 2008 12:33:11

Norman Ball:

        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

Pete

Force feedback working properly in sims yet?

by Pete » Sun, 15 Jun 2008 16:37:38


says...

<snipped>

But what's the difference between the software having to create a "sound
generated vibration" and being used to create FFB?  Surely both are
going to have some form of latency. And according to his argument,
anything that is off, even by a millisecond, is going to upset our
feeling of realism.

--
Pete Ives
Remove All_stRESS before sending me an email

David Fisher's Left Testicl

Force feedback working properly in sims yet?

by David Fisher's Left Testicl » Sun, 15 Jun 2008 18:19:45

No latency with the G25 in rFactor, from what I can tell. I can actually
feel the grip level decreasing as I reach the limit. Turn the FFB off, and
the whole experience feel dead to me.

Things have moved on since 2003.

My Master also agrees.


0-0-0-0-

Force feedback working properly in sims yet?

by 0-0-0-0- » Sun, 15 Jun 2008 20:27:56

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
-==-


David Fisher's Left Testicl

Force feedback working properly in sims yet?

by David Fisher's Left Testicl » Sun, 15 Jun 2008 20:33:52

And check out Pabst's website: http://www.racesimcentral.net/

Still under construction!


> 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

Mario Petrinovic

Force feedback working properly in sims yet?

by Mario Petrinovic » Mon, 16 Jun 2008 00:38:42

David Fisher's Left Testicle:

        You could feel the level of grip back in 2003, also. But at the
*wrong* TIME. Time is the problem, not the feel of grip. Moving from ffb to
non-ffb worked for me beautifully. I have BETTER feeling of grip *without*
ffb. I JUDGE it by visual clues. I felt grip with ffb, but it was all messed
up, this grip that I felt wasn't real, this is the problem.
        The latency comes from motor inside wheel (AFAIK). I mean, don't
today's games have the latency setting? I would say that they have.
 -- Mario Petrinovich

Mario Petrinovic

Force feedback working properly in sims yet?

by Mario Petrinovic » Mon, 16 Jun 2008 00:39:16

David Fisher's Left Testicle:

        Yes. I hope that it isn't like that back from 2003, ; ).

        Hm, I believe that I had 2.4Mhz processor back then. What is the
frequency of today's processors, ; )? Graphic cards improved a lot, though.
And yes, today wheels have three pedals. Now, THAT is an improvement, not
two, but three pedals, yes! : ).
        I'll try to revisit the issue, never-the-less, just for you guys.
As soon as Kaemmer is back in bussines, : ). -- Mario Petrinovich

Mario Petrinovic

Force feedback working properly in sims yet?

by Mario Petrinovic » Mon, 16 Jun 2008 00:37:46

Peter:


>> 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.

> But what's the difference between the software having to create a "sound
> generated vibration" and being used to create FFB?  Surely both are
> going to have some form of latency. And according to his argument,
> anything that is off, even by a millisecond, is going to upset our
> feeling of realism.

        It is the sound of engine, you not use this to judge grip level.
 -- Mario Petrinovich
David Fisher's Left Testicl

Force feedback working properly in sims yet?

by David Fisher's Left Testicl » Mon, 16 Jun 2008 01:51:58


Yes, it's been like that since about 2003.

David Fisher's Left Testicl

Force feedback working properly in sims yet?

by David Fisher's Left Testicl » Mon, 16 Jun 2008 01:55:58


Sounds like you didn't have you wheel setup properly. If there really was
much of a latency issue, it was bearly noticeable back then.

Mario Petrinovic

Force feedback working properly in sims yet?

by Mario Petrinovic » Mon, 16 Jun 2008 03:21:08

David Fisher's Left Testicle:

        It could be. When iRacing starts, I'll come here to see if somebody
can help me to setup it properly, : ). -- Mario Petrinovich

Josep

Force feedback working properly in sims yet?

by Josep » Mon, 16 Jun 2008 04:48:37


As the other guy was trying to explain, it is suggested that it is the
latency that is the problem - not that grip level does not decrease as
you reach the limit.

It is a valid concern. In a car or a non-force feedback wheel, turning
the wheel immediately results in resistance (due to either the tyre
acting on the road, or stretching a bungie cord). On the other hand, in
force feedback, the wheel is turned, the sensor in the wheel detects
this, sends this message to the computer, the computer processes the
information and determines what the correct load should be, sends the
message back to the wheel, and then the motor in the wheel needs to
generate that force. I'm not familiar with how the motors in the force
feedback wheels work, but typically there is a lag from when current is
applied in a motor to when it generates the appropriate level of force.
Even if computers have improved in speed, this whole train of
communication and potential lag in generating force still exists.

My concern is that it seems as though those who advocate the use of
force feedback wheels do not know what the forces in a real race car
feels like - so they don't know what is good or bad, or how it should
feel. Further, given that they have often invested a lot of money in
something like a G25, they are unlikely to then say it is rubbish (well
known psychological phenomenon that when someone makes a major
investment in something, they are unable to critically evaluate it and
rather delude themselves into thinking how wonderful it is).

I'm not surprised by the claims that many serious racers do not use
force feedback as it is unrealistic. Does anyone who is a real racer
think that force feedback is worthwhile?

Byron Forbe

Force feedback working properly in sims yet?

by Byron Forbe » Mon, 16 Jun 2008 15:02:28



>> No latency with the G25 in rFactor, from what I can tell. I can actually
>> feel the grip level decreasing as I reach the limit. Turn the FFB off,
>> and the whole experience feel dead to me.

>> Things have moved on since 2003.

>> My Master also agrees.

> As the other guy was trying to explain, it is suggested that it is the
> latency that is the problem - not that grip level does not decrease as you
> reach the limit.

> It is a valid concern. In a car or a non-force feedback wheel, turning the
> wheel immediately results in resistance (due to either the tyre acting on
> the road, or stretching a bungie cord). On the other hand, in force
> feedback, the wheel is turned, the sensor in the wheel detects this, sends
> this message to the computer, the computer processes the information and
> determines what the correct load should be, sends the message back to the
> wheel, and then the motor in the wheel needs to generate that force. I'm
> not familiar with how the motors in the force feedback wheels work, but
> typically there is a lag from when current is applied in a motor to when
> it generates the appropriate level of force. Even if computers have
> improved in speed, this whole train of communication and potential lag in
> generating force still exists.

    Well there is lag in the time it takes light to travel any distance -
could you measure that time? Would you be sensitive in to the difference in
time for light to travel 200m as opposed to 2000m.

    10 x *** all = *** all!

    I can tell you that Greg Stewart used FF way back............remember
him saying the main difference was he was more consistent with FF which
makes perfect sense since you have extra "feedback" from the sim! I remember
when I first got FF - it took a few weeks to get out of the old habbits -
hated it at first. But after getting accustomed to it the feel of a sim
without it is very dead and feels completely wrong. I too found I was more
consistent with FF and perhaps a tad quicker - it just makes sims more of a
proper sim ultimately. If anyone is concerned about any bad habbits that one
may take from a sim into a ral race car then I can't see how it would be any
worse than using a crude non FF wheel.

David Fisher's Left Testicl

Force feedback working properly in sims yet?

by David Fisher's Left Testicl » Mon, 16 Jun 2008 23:44:14

Completely agree, Byron. I'm not seeing any latency issues with my G25.
Didn't see any with the Momo Force either, or the Wingman Formula Force. If
there were any, it would be like watching a movie with the sound track out
of sync.

You would think none of us had driven a fast car at a track day the way some
people go on!





>>> No latency with the G25 in rFactor, from what I can tell. I can actually
>>> feel the grip level decreasing as I reach the limit. Turn the FFB off,
>>> and the whole experience feel dead to me.

>>> Things have moved on since 2003.

>>> My Master also agrees.

>> As the other guy was trying to explain, it is suggested that it is the
>> latency that is the problem - not that grip level does not decrease as
>> you reach the limit.

>> It is a valid concern. In a car or a non-force feedback wheel, turning
>> the wheel immediately results in resistance (due to either the tyre
>> acting on the road, or stretching a bungie cord). On the other hand, in
>> force feedback, the wheel is turned, the sensor in the wheel detects
>> this, sends this message to the computer, the computer processes the
>> information and determines what the correct load should be, sends the
>> message back to the wheel, and then the motor in the wheel needs to
>> generate that force. I'm not familiar with how the motors in the force
>> feedback wheels work, but typically there is a lag from when current is
>> applied in a motor to when it generates the appropriate level of force.
>> Even if computers have improved in speed, this whole train of
>> communication and potential lag in generating force still exists.

>    Well there is lag in the time it takes light to travel any distance -
> could you measure that time? Would you be sensitive in to the difference
> in time for light to travel 200m as opposed to 2000m.

>    10 x *** all = *** all!

>> My concern is that it seems as though those who advocate the use of force
>> feedback wheels do not know what the forces in a real race car feels
>> like - so they don't know what is good or bad, or how it should feel.
>> Further, given that they have often invested a lot of money in something
>> like a G25, they are unlikely to then say it is rubbish (well known
>> psychological phenomenon that when someone makes a major investment in
>> something, they are unable to critically evaluate it and rather delude
>> themselves into thinking how wonderful it is).

>> I'm not surprised by the claims that many serious racers do not use force
>> feedback as it is unrealistic. Does anyone who is a real racer think that
>> force feedback is worthwhile?

>    I can tell you that Greg Stewart used FF way back............remember
> him saying the main difference was he was more consistent with FF which
> makes perfect sense since you have extra "feedback" from the sim! I
> remember when I first got FF - it took a few weeks to get out of the old
> habbits - hated it at first. But after getting accustomed to it the feel
> of a sim without it is very dead and feels completely wrong. I too found I
> was more consistent with FF and perhaps a tad quicker - it just makes sims
> more of a proper sim ultimately. If anyone is concerned about any bad
> habbits that one may take from a sim into a ral race car then I can't see
> how it would be any worse than using a crude non FF wheel.


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