Race Sim Central
Rec.Autos.Simulators Archive

GPL: Force Feedback Latency....

9 posts by 5 people · 10 Jan 2002 00:00 UTC - 12 Jan 2002 01:47 UTC

Jan Verschueren 10 Jan 2002 00:00 UTC#142537
Hi, Ever since I got an FF wheel to use with GPL, I've been using 4ms Force Feedback latency in core.ini as, IIRC, this was about what someone at Papyrus suggested we use. With my old model LWFF this worked like a charm. When I bought the MOMO though, I got spikes in the FF using the same settings. After a lot of tinkering I struck a compromise, but the wheel would start oscillating when I let go, so I upped the damping quite a bit which in turn killed the feel, so in the end I reached a 2nd and what I thought was a final compromise. Then Mario Petrinovic suggested 21ms. Tried that eventhough it sounded like a long time in comparison. No real spiking, but there was a sense of disjointed FF, so I rejected the idea. However, tonight, fellow MOMO owner Bart Westra suggested 35ms... even longer!! Bart is not someone who'd pull your leg in such matters, though, so I tried it and whattaya know... perfect. Slight tendency to oscillate on compressions with hands off, but otherwise perfect. Right, now I'm confused. If I was smart I'd just shrug and start using 35ms, of course, but I'm not. I've got to know now. What is a typical response time for a force feedback wheel (in your opinion)? What are your experiences using low vs high FF latency settings? Jan. =--- "Pay attention when I'm talking to you boy!" -Foghorn Leghorn.
"Jan Verschueren" <[email hidden]> wrote in news:[email hidden]:
Quoted text (28 lines)> Hi, > > Ever since I got an FF wheel to use with GPL, I've been using 4ms Force > Feedback latency in core.ini as, IIRC, this was about what someone at > Papyrus suggested we use. > > With my old model LWFF this worked like a charm. When I bought the MOMO > though, I got spikes in the FF using the same settings. After a lot of > tinkering I struck a compromise, but the wheel would start oscillating > when I let go, so I upped the damping quite a bit which in turn killed > the feel, so in the end I reached a 2nd and what I thought was a final > compromise. > > Then Mario Petrinovic suggested 21ms. Tried that eventhough it sounded > like a long time in comparison. No real spiking, but there was a sense > of disjointed FF, so I rejected the idea. > > However, tonight, fellow MOMO owner Bart Westra suggested 35ms... even > longer!! Bart is not someone who'd pull your leg in such matters, > though, so I tried it and whattaya know... perfect. Slight tendency to > oscillate on compressions with hands off, but otherwise perfect. > > Right, now I'm confused. > > If I was smart I'd just shrug and start using 35ms, of course, but I'm > not. I've got to know now. What is a typical response time for a force > feedback wheel (in your opinion)? What are your experiences using low > vs high FF latency settings?
My understanding is that the best value will vary depending on computer, wheel etc. If the latency is 0 GPL would pass the feedback that is correct right at the moment, however because of the time of calculations, overhead of drivers, latency of the communication line and mechanics of the wheel you would feel feedback through the wheel much later. Latency parameter should apparently tell GPL how long does it take from the calculation of feedback value to the moment when you get it on your wheel. It uses it by predicting what feedback you should expect in this amount of time and sends it to the wheel, so that when the wheel will react it will be correct feedback for the moment it happens. So one should aim to find correct latency parameter for his system. The drawback of big latencies is that the further GPL predicts less correct it becomes. For example, when I exit Peralta at Mexico very close to the wall sometimes I feel "touching the wall" effect on the steering wheel while I didn't actually touch it. Alex.
Quoted text (7 lines)> > Jan. >=--- > "Pay attention when I'm talking to you boy!" -Foghorn Leghorn. > > >
I'm not sure what is typical for others, but with two different LWFFGP wheels I have had to use 100 - 120 msec in order to get proper steering response. Also note that in the GPL readme for the FF patch it says that the 85 msec used in the core.ini.sample file was based on the MS wheel. I think it is mostly a function of the wheel's motor, not so much the computer. I could see maybe 5 - 10 msec latency in computer processing and USB, but I doubt that it would be more than that. Whereas DC motors (if that's what they are using) can certainly have latencies in the 100's of milliseconds. The small, weak, cheap motors in the less expensive wheels would be likely to have higher latencies than the more powerful motors in more expensive products. Also the more gear reduction it is using the more latency is likely, due to the higher rpm of the motor. I would think a big direct drive servo motor would be the best thing, but that's probably too expensive for home users. I know there are some people from a couple of different wheel makers who lurk here frequently, it would be interesting to hear what they think... "Jan Verschueren" <[email hidden]> wrote in message news:[email hidden]... > Hi, > > Ever since I got an FF wheel to use with GPL, I've been using 4msForce > Feedback latency in core.ini as, IIRC, this was about what someone at > Papyrus suggested we use. > > With my old model LWFF this worked like a charm. When I bought theMOMO > though, I got spikes in the FF using the same settings. After a lot of > tinkering I struck a compromise, but the wheel would start oscillatingwhen > I let go, so I upped the damping quite a bit which in turn killed thefeel, > so in the end I reached a 2nd and what I thought was a finalcompromise. > > Then Mario Petrinovic suggested 21ms. Tried that eventhough it soundedlike > a long time in comparison. No real spiking, but there was a sense of > disjointed FF, so I rejected the idea. > > However, tonight, fellow MOMO owner Bart Westra suggested 35ms... even > longer!! Bart is not someone who'd pull your leg in such matters,though, so > I tried it and whattaya know... perfect. Slight tendency to oscillateon > compressions with hands off, but otherwise perfect. > > Right, now I'm confused. > > If I was smart I'd just shrug and start using 35ms, of course, but I'mnot. > I've got to know now. What is a typical response time for a forcefeedback > wheel (in your opinion)? What are your experiences using low vs highFF
Quoted text (7 lines)> latency settings? > > Jan. > =--- > "Pay attention when I'm talking to you boy!" -Foghorn Leghorn. > >
Jan, It is highly dependant on the speed of your system (CPU, memory, graphics, etc.) and the speed of your wheel connection (gameport vs. serial vs. USB). That is, even the same wheel on the same system would require a different core.ini setting if you were using the serial connection vs. the USB (for those few wheels that come with more than one connecter). I spent months crafting the GPL settings and with a fast system I can find nothing that works better than 0. I don't want any software predicting (which by definition is imperfect) if I don't need it. But you have to experiment to see what works for you. Just pick a track with big curbing or something that you can feel very well and try driving into it at fairly slow speeds. You'll know if the reaction in your hands is not matching what you are seeing on the screen. Unless you have a fairly slow machine, the feel in your hands should be a natural extension of what you are seeing on the screen--not delayed, or, exaggerated because it is being predicted. Marc. "Jan Verschueren" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (9 lines)> Hi, > > Ever since I got an FF wheel to use with GPL, I've been using 4ms Force > Feedback latency in core.ini as, IIRC, this was about what someone at > Papyrus suggested we use. > > With my old model LWFF this worked like a charm. When I bought the MOMO > though, I got spikes in the FF using the same settings. After a lot of > tinkering I struck a compromise, but the wheel would start oscillating
when > I let go, so I upped the damping quite a bit which in turn killed thefeel, > so in the end I reached a 2nd and what I thought was a final compromise. > > Then Mario Petrinovic suggested 21ms. Tried that eventhough it soundedlike > a long time in comparison. No real spiking, but there was a sense of > disjointed FF, so I rejected the idea. > > However, tonight, fellow MOMO owner Bart Westra suggested 35ms... even > longer!! Bart is not someone who'd pull your leg in such matters, though,so > I tried it and whattaya know... perfect. Slight tendency to oscillate on > compressions with hands off, but otherwise perfect. > > Right, now I'm confused. > > If I was smart I'd just shrug and start using 35ms, of course, but I'mnot.
Quoted text (9 lines)> I've got to know now. What is a typical response time for a force feedback > wheel (in your opinion)? What are your experiences using low vs high FF > latency settings? > > Jan. > =--- > "Pay attention when I'm talking to you boy!" -Foghorn Leghorn. > >
Bumping into things is not a very good way of calibrating latency IMO. I don't even believe it exercises the same part of the physics model as the parameter that you do want to get synchronized, which is the front wheel alignment torque. The way to calibrate it is in the readme file - gradually increase latency until the forces that you get when swerving back and forth at speed are in synch with your steering motions. If you don't do it this way then the first time you make a mistake at speed you will find it very difficult to recover due to the delay in the forces. That is, you will make a correction, get it straight, and then the steering force will hit and send you off in the other direction. For me at least, the cars feel a lot more stable when I set the latency this way. And setting it in this manner resulted in a much higher latency correction than the bump method, on my system. Regards, Hal Who makes a lot of mistakes at speed ;o) "Marc Collins" <[email hidden]> wrote in message news:Wy8%7.9237$[email hidden]... > Jan, > > It is highly dependant on the speed of your system (CPU, memory,graphics, > etc.) and the speed of your wheel connection (gameport vs. serial vs.USB). > That is, even the same wheel on the same system would require adifferent > core.ini setting if you were using the serial connection vs. the USB(for > those few wheels that come with more than one connecter). > > I spent months crafting the GPL settings and with a fast system I canfind > nothing that works better than 0. I don't want any softwarepredicting > (which by definition is imperfect) if I don't need it. But you haveto > experiment to see what works for you. Just pick a track with bigcurbing or > something that you can feel very well and try driving into it atfairly slow > speeds. You'll know if the reaction in your hands is not matchingwhat you > are seeing on the screen. Unless you have a fairly slow machine, thefeel > in your hands should be a natural extension of what you are seeing onthe > screen--not delayed, or, exaggerated because it is being predicted. > > Marc. > > > "Jan Verschueren" <[email hidden]> wrote inmessage > news:[email hidden]... > > Hi, > > > > Ever since I got an FF wheel to use with GPL, I've been using 4msForce > > Feedback latency in core.ini as, IIRC, this was about what someoneat > > Papyrus suggested we use. > > > > With my old model LWFF this worked like a charm. When I bought theMOMO > > though, I got spikes in the FF using the same settings. After a lotof > > tinkering I struck a compromise, but the wheel would startoscillating > when > > I let go, so I upped the damping quite a bit which in turn killedthe > feel, > > so in the end I reached a 2nd and what I thought was a finalcompromise. > > > > Then Mario Petrinovic suggested 21ms. Tried that eventhough itsounded > like > > a long time in comparison. No real spiking, but there was a sense of > > disjointed FF, so I rejected the idea. > > > > However, tonight, fellow MOMO owner Bart Westra suggested 35ms...even > > longer!! Bart is not someone who'd pull your leg in such matters,though, > so > > I tried it and whattaya know... perfect. Slight tendency tooscillate on > > compressions with hands off, but otherwise perfect. > > > > Right, now I'm confused. > > > > If I was smart I'd just shrug and start using 35ms, of course, butI'm > not. > > I've got to know now. What is a typical response time for a forcefeedback > > wheel (in your opinion)? What are your experiences using low vs highFF
Quoted text (9 lines)> > latency settings? > > > > Jan. > > =--- > > "Pay attention when I'm talking to you boy!" -Foghorn Leghorn. > > > > > >
Good point. The 0 works well in all situations on my machine, but it may be fast enough that it doesn't matter. On a system that is closer to the limit, I am sure there is a difference in the swerving forces (which are a lot more subtle) vs. the simple spring compression over a curb (kerb). Marc "Haqsau" <[email hidden]> wrote in message news:a1kgfm$r5jjt$[email hidden]...
Quoted text (112 lines)> Bumping into things is not a very good way of calibrating latency IMO. > I don't even believe it exercises the same part of the physics model as > the parameter that you do want to get synchronized, which is the front > wheel alignment torque. The way to calibrate it is in the readme file - > gradually increase latency until the forces that you get when swerving > back and forth at speed are in synch with your steering motions. If you > don't do it this way then the first time you make a mistake at speed you > will find it very difficult to recover due to the delay in the forces. > That is, you will make a correction, get it straight, and then the > steering force will hit and send you off in the other direction. For me > at least, the cars feel a lot more stable when I set the latency this > way. And setting it in this manner resulted in a much higher latency > correction than the bump method, on my system. > > Regards, > Hal > Who makes a lot of mistakes at speed ;o) > > > "Marc Collins" <[email hidden]> wrote in message > news:Wy8%7.9237$[email hidden]... > > Jan, > > > > It is highly dependant on the speed of your system (CPU, memory, > graphics, > > etc.) and the speed of your wheel connection (gameport vs. serial vs. > USB). > > That is, even the same wheel on the same system would require a > different > > core.ini setting if you were using the serial connection vs. the USB > (for > > those few wheels that come with more than one connecter). > > > > I spent months crafting the GPL settings and with a fast system I can > find > > nothing that works better than 0. I don't want any software > predicting > > (which by definition is imperfect) if I don't need it. But you have > to > > experiment to see what works for you. Just pick a track with big > curbing or > > something that you can feel very well and try driving into it at > fairly slow > > speeds. You'll know if the reaction in your hands is not matching > what you > > are seeing on the screen. Unless you have a fairly slow machine, the > feel > > in your hands should be a natural extension of what you are seeing on > the > > screen--not delayed, or, exaggerated because it is being predicted. > > > > Marc. > > > > > > "Jan Verschueren" <[email hidden]> wrote in > message > > news:[email hidden]... > > > Hi, > > > > > > Ever since I got an FF wheel to use with GPL, I've been using 4ms > Force > > > Feedback latency in core.ini as, IIRC, this was about what someone > at > > > Papyrus suggested we use. > > > > > > With my old model LWFF this worked like a charm. When I bought the > MOMO > > > though, I got spikes in the FF using the same settings. After a lot > of > > > tinkering I struck a compromise, but the wheel would start > oscillating > > when > > > I let go, so I upped the damping quite a bit which in turn killed > the > > feel, > > > so in the end I reached a 2nd and what I thought was a final > compromise. > > > > > > Then Mario Petrinovic suggested 21ms. Tried that eventhough it > sounded > > like > > > a long time in comparison. No real spiking, but there was a sense of > > > disjointed FF, so I rejected the idea. > > > > > > However, tonight, fellow MOMO owner Bart Westra suggested 35ms... > even > > > longer!! Bart is not someone who'd pull your leg in such matters, > though, > > so > > > I tried it and whattaya know... perfect. Slight tendency to > oscillate on > > > compressions with hands off, but otherwise perfect. > > > > > > Right, now I'm confused. > > > > > > If I was smart I'd just shrug and start using 35ms, of course, but > I'm > > not. > > > I've got to know now. What is a typical response time for a force > feedback > > > wheel (in your opinion)? What are your experiences using low vs high > FF > > > latency settings? > > > > > > Jan. > > > =--- > > > "Pay attention when I'm talking to you boy!" -Foghorn Leghorn. > > > > > > > > > > >
Hi Marc, it's not just a matter of 'working well' :-) With the right lat setting, you can get the feedback a tad earlier, thus being able to react quicker. Achim "Marc Collins" <[email hidden]> wrote in message news:Wvu%7.14372$[email hidden]... > Good point. The 0 works well in all situations on my machine, but it maybe
Quoted text (122 lines)> fast enough that it doesn't matter. On a system that is closer to the > limit, I am sure there is a difference in the swerving forces (which are a > lot more subtle) vs. the simple spring compression over a curb (kerb). > > Marc > > "Haqsau" <[email hidden]> wrote in message > news:a1kgfm$r5jjt$[email hidden]... > > Bumping into things is not a very good way of calibrating latency IMO. > > I don't even believe it exercises the same part of the physics model as > > the parameter that you do want to get synchronized, which is the front > > wheel alignment torque. The way to calibrate it is in the readme file - > > gradually increase latency until the forces that you get when swerving > > back and forth at speed are in synch with your steering motions. If you > > don't do it this way then the first time you make a mistake at speed you > > will find it very difficult to recover due to the delay in the forces. > > That is, you will make a correction, get it straight, and then the > > steering force will hit and send you off in the other direction. For me > > at least, the cars feel a lot more stable when I set the latency this > > way. And setting it in this manner resulted in a much higher latency > > correction than the bump method, on my system. > > > > Regards, > > Hal > > Who makes a lot of mistakes at speed ;o) > > > > > > "Marc Collins" <[email hidden]> wrote in message > > news:Wy8%7.9237$[email hidden]... > > > Jan, > > > > > > It is highly dependant on the speed of your system (CPU, memory, > > graphics, > > > etc.) and the speed of your wheel connection (gameport vs. serial vs. > > USB). > > > That is, even the same wheel on the same system would require a > > different > > > core.ini setting if you were using the serial connection vs. the USB > > (for > > > those few wheels that come with more than one connecter). > > > > > > I spent months crafting the GPL settings and with a fast system I can > > find > > > nothing that works better than 0. I don't want any software > > predicting > > > (which by definition is imperfect) if I don't need it. But you have > > to > > > experiment to see what works for you. Just pick a track with big > > curbing or > > > something that you can feel very well and try driving into it at > > fairly slow > > > speeds. You'll know if the reaction in your hands is not matching > > what you > > > are seeing on the screen. Unless you have a fairly slow machine, the > > feel > > > in your hands should be a natural extension of what you are seeing on > > the > > > screen--not delayed, or, exaggerated because it is being predicted. > > > > > > Marc. > > > > > > > > > "Jan Verschueren" <[email hidden]> wrote in > > message > > > news:[email hidden]... > > > > Hi, > > > > > > > > Ever since I got an FF wheel to use with GPL, I've been using 4ms > > Force > > > > Feedback latency in core.ini as, IIRC, this was about what someone > > at > > > > Papyrus suggested we use. > > > > > > > > With my old model LWFF this worked like a charm. When I bought the > > MOMO > > > > though, I got spikes in the FF using the same settings. After a lot > > of > > > > tinkering I struck a compromise, but the wheel would start > > oscillating > > > when > > > > I let go, so I upped the damping quite a bit which in turn killed > > the > > > feel, > > > > so in the end I reached a 2nd and what I thought was a final > > compromise. > > > > > > > > Then Mario Petrinovic suggested 21ms. Tried that eventhough it > > sounded > > > like > > > > a long time in comparison. No real spiking, but there was a sense of > > > > disjointed FF, so I rejected the idea. > > > > > > > > However, tonight, fellow MOMO owner Bart Westra suggested 35ms... > > even > > > > longer!! Bart is not someone who'd pull your leg in such matters, > > though, > > > so > > > > I tried it and whattaya know... perfect. Slight tendency to > > oscillate on > > > > compressions with hands off, but otherwise perfect. > > > > > > > > Right, now I'm confused. > > > > > > > > If I was smart I'd just shrug and start using 35ms, of course, but > > I'm > > > not. > > > > I've got to know now. What is a typical response time for a force > > feedback > > > > wheel (in your opinion)? What are your experiences using low vs high > > FF > > > > latency settings? > > > > > > > > Jan. > > > > =--- > > > > "Pay attention when I'm talking to you boy!" -Foghorn Leghorn. > > > > > > > > > > > > > > > > > >
I like the feedback to feel natural, which it does at 0 on my system. Are you suggesting that hotlappers can actually get GPL to predict the feedback a tad early and then take advantage of that? You can't get any lower/faster than 0 for us regular folks, can you? Marc "Joachim Trensz" <[email hidden]> wrote in message news:a1n81s$rqkv9$[email hidden]...
Quoted text (13 lines)> Hi Marc, > > it's not just a matter of 'working well' :-) > > With the right lat setting, you can get the feedback a tad earlier, thus > being able to react quicker. > > Achim > > > "Marc Collins" <[email hidden]> wrote in message > news:Wvu%7.14372$[email hidden]... > > Good point. The 0 works well in all situations on my machine, but it
may > be > > fast enough that it doesn't matter. On a system that is closer to the > > limit, I am sure there is a difference in the swerving forces (which area
Quoted text (8 lines)> > lot more subtle) vs. the simple spring compression over a curb (kerb). > > > > Marc > > > > "Haqsau" <[email hidden]> wrote in message > > news:a1kgfm$r5jjt$[email hidden]... > > > Bumping into things is not a very good way of calibrating latency IMO. > > > I don't even believe it exercises the same part of the physics model
as > > > the parameter that you do want to get synchronized, which is the front > > > wheel alignment torque. The way to calibrate it is in the readmefile - > > > gradually increase latency until the forces that you get when swerving > > > back and forth at speed are in synch with your steering motions. Ifyou > > > don't do it this way then the first time you make a mistake at speedyou > > > will find it very difficult to recover due to the delay in the forces. > > > That is, you will make a correction, get it straight, and then the > > > steering force will hit and send you off in the other direction. Forme
Quoted text (16 lines)> > > at least, the cars feel a lot more stable when I set the latency this > > > way. And setting it in this manner resulted in a much higher latency > > > correction than the bump method, on my system. > > > > > > Regards, > > > Hal > > > Who makes a lot of mistakes at speed ;o) > > > > > > > > > "Marc Collins" <[email hidden]> wrote in message > > > news:Wy8%7.9237$[email hidden]... > > > > Jan, > > > > > > > > It is highly dependant on the speed of your system (CPU, memory, > > > graphics, > > > > etc.) and the speed of your wheel connection (gameport vs. serial
vs.
Quoted text (8 lines)> > > USB). > > > > That is, even the same wheel on the same system would require a > > > different > > > > core.ini setting if you were using the serial connection vs. the USB > > > (for > > > > those few wheels that come with more than one connecter). > > > > > > > > I spent months crafting the GPL settings and with a fast system I
can
Quoted text (12 lines)> > > find > > > > nothing that works better than 0. I don't want any software > > > predicting > > > > (which by definition is imperfect) if I don't need it. But you have > > > to > > > > experiment to see what works for you. Just pick a track with big > > > curbing or > > > > something that you can feel very well and try driving into it at > > > fairly slow > > > > speeds. You'll know if the reaction in your hands is not matching > > > what you > > > > are seeing on the screen. Unless you have a fairly slow machine,
the > > > feel > > > > in your hands should be a natural extension of what you are seeingon
Quoted text (20 lines)> > > the > > > > screen--not delayed, or, exaggerated because it is being predicted. > > > > > > > > Marc. > > > > > > > > > > > > "Jan Verschueren" <[email hidden]> wrote in > > > message > > > > news:[email hidden]... > > > > > Hi, > > > > > > > > > > Ever since I got an FF wheel to use with GPL, I've been using 4ms > > > Force > > > > > Feedback latency in core.ini as, IIRC, this was about what someone > > > at > > > > > Papyrus suggested we use. > > > > > > > > > > With my old model LWFF this worked like a charm. When I bought the > > > MOMO > > > > > though, I got spikes in the FF using the same settings. After a
lot
Quoted text (14 lines)> > > of > > > > > tinkering I struck a compromise, but the wheel would start > > > oscillating > > > > when > > > > > I let go, so I upped the damping quite a bit which in turn killed > > > the > > > > feel, > > > > > so in the end I reached a 2nd and what I thought was a final > > > compromise. > > > > > > > > > > Then Mario Petrinovic suggested 21ms. Tried that eventhough it > > > sounded > > > > like > > > > > a long time in comparison. No real spiking, but there was a sense
of
Quoted text (19 lines)> > > > > disjointed FF, so I rejected the idea. > > > > > > > > > > However, tonight, fellow MOMO owner Bart Westra suggested 35ms... > > > even > > > > > longer!! Bart is not someone who'd pull your leg in such matters, > > > though, > > > > so > > > > > I tried it and whattaya know... perfect. Slight tendency to > > > oscillate on > > > > > compressions with hands off, but otherwise perfect. > > > > > > > > > > Right, now I'm confused. > > > > > > > > > > If I was smart I'd just shrug and start using 35ms, of course, but > > > I'm > > > > not. > > > > > I've got to know now. What is a typical response time for a force > > > feedback > > > > > wheel (in your opinion)? What are your experiences using low vs
high
Quoted text (15 lines)> > > FF > > > > > latency settings? > > > > > > > > > > Jan. > > > > > =--- > > > > > "Pay attention when I'm talking to you boy!" -Foghorn Leghorn. > > > > > > > > > > > > > > > > > > > > > > > > > > >

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy