Simucube's 360Hz iRacing FFB is NOT WHAT YOU THOUGHT

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Lately all the iRacing talk has revolved around the new Tempest Weather System, but among the recent updates there was also a major update to the Force Feedback quality for Simucube 2 wheel bases, with the integration of a new API which allows a jump from the standard 60Hz Force Feedback to 360Hz (sort of).

So how does this actually work, and what real world impact does it have on the driving experience? That's what we're going to explore today, as well as clearing up some misconceptions.

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#simucube #simracing #iracing
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Beyond the scope of this video, but one important thing to note is that most Direct Drive wheel bases include some kind of interpolation filter to effectively increase the rate in which the feedback you receive to your hands is updated, but this isn't the same as receiving raw data at a higher sample rate.

boostedmedia
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As a SC2Pro owner im impressed. Its only a little more detail, but it just elevates the experience. Shout out to a Morad guy who made a superb profile, Dion Fiallo. I can highly recommend his profile.

Rene_Bo
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This is a great video that inherently touches on some of the issues simulation peripheral companies will ultimately have to address in the future. Rather than spec chasing and just simply looking for higher numbers being higher (or lower for latency) we have to look at the quality of the signal and the final integration. Simucube like other wheel makers can only do so much with the data provided. We are always at the mercy of the data, we cannot make something that isn't there.

So ultimately this is a great update but the total experience relies on the quality of the physics data coming from the game first, proper transmission, and then a proper electro mechanical reproduction (which involves many sub systems but more importantly algorithms). Even if you don't feel this 'update' it is heading in the right direction and away from the era of "effect's based simulation", to true real-time simulation.

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Best thing I did was sell the DD pro and pick up the simucube 2 pro. Loved the video, agree with you as you forget it's there! Love your work Will

Drivewithbob
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I purchased one of the early SC2 Pro units and have been using it with IRFFB for many years, driving the Renault 3.5 V8 Formula B car I felt the seat of pants effect (oversteer) plus understeer (trail braking) very helpful, the latency did not seem to slow me down, a few top split YouTube broadcast wins as well as much higher iRating drivers regularly getting smaller in my mirrors, In my opinion I don't think the latency was a huge problem if any, I tried the new 360hz since Dan Suzuki's video and with the same Pro Drive settings I was using with IRFFB it feels very close to what I have been using for years, great to see Simucube working with iRacing and getting this working, great job Will explaining the work behind the scenes in more detail and for Mika to provide the technical stuff, keep up the great work.

jasons
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You guys who are using the Pro are beasts. Im coming here to underatand settings better because my sport 2 just beat the hell out of me. Cant imagine ever wanting to max this out, let along wanting more force. After a massage and a couple days rest, ill try again ;)

MrDanesorensen
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I updated true drive and tried the 360hz in Iracing. For me it is a game changer. Everything feels much better (road surface, understeer, oversteer etc ) I love it !

HDRGamingHub
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Thanks for the vid! It's nice to see advancements in this area but as a non-Simucube user I'm content with irFFB 👍

stalksey
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Thanks for breaking this down, Will. It sounds then as though this could be good for muscle memory learning, in terms of gaining information that could otherwise have been missed, especially in spiky situations where interpolation might lose resolution. I'll have to spend time with it at tracks I know well to see if I can feel a difference. It would be interesting if it adds information about unexpected loss in some situations.

StuartThompsonSTU
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Old man senses! Love it! Thanks for representing!

DK-ptdy
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I believe Sebring has all of the textures and can confirm with the 360hz you feel everything. I did the update from Sunday to yesterday and the road felt completely different.

steezymotorsports
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iRacing needs to get act together and take the huge challenge of joining the modern world and upgrade their FFB refresh rate to 360 or higher like AC, ACC or AMS2 so we can get finally feel detailed information stored in the laser scanned track.

youngyingyang
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Can't wait for the Simagic HPR review. Mostly because iRacing started supporting them, albeit it was buggy so they pulled it out for now but will work on it.

Lenduya
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I did not know iracing was only at 60 hz FFB. Now that explains why sometimes it just does not feel as smooth as assetto corsa. I hope they would just bump the native support to something like 120hz. IMO it would be enough without having to deal with the 16ms added delay.

martinzhang
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Watching this makes me wonder if I should maybe move to an SC wheel base.

Been running a VRS base for almost 4 years now.

octane
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Good helpful info and video, as always.

myweirdtaste
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If I do end up upgrading from the CSL DD to the CS DD, I will 100% be using your affiliate links!

GregoryShtevensh
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Will, i had trouble originally getting the 360Hz FFB to work. I was using iRacing Manager to start TrueDrive, Simhub & Crewchief etc. The reason it wasn’t working was that TrueDrive needs to be running before iRacing is started and using iRacing Manager that wasn’t the case. However, having got it working i was a little disappointed to find it feels a little rubbery even with the Reconstruction Filter set at 1. Each to their own though and I’m more than happy with the 60Hz force feedback.

barryhills
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iRFFB had the directjoy (vjoy?) option as well which had lower latency than native iRFFB if I remember rightly.

DazDaz
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The delay is 16.7ms because that is the time between 60hz updates. The software needs to delay wheel updates by a single cycle in order to generate the intermediate update records. This is basically the FFB equivalent of FSR/DLSS frame generation for GPU output.

QuintonDolan
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