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



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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40 thoughts on “Simucube's 360Hz iRacing FFB is NOT WHAT YOU THOUGHT”

  1. 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.

    Reply
  2. Maybe Im just old but I felt a huge difference, it was like the condom broke finally.
    Dont feel/see any latency, saw tooth kerbs feel pretty good.l, tyre contact patch feels better and I have saved the car multiple times now, where before I definitely would have crashed/spun.
    I can also brake and slide the car sideways underneath other cars now!
    Interesting that it is not true 360hz !

    Reply
  3. 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.

    Reply
  4. 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.

    Reply
  5. 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.

    Reply
  6. "interpolation" i hate that word, first time i heard it was in digital camera's, "Software Post Processing"
    Now 16.7ms or 29ms delay is huge, avarage TV is 9ms, with Game Mode

    Reply
  7. Hey Will. Great video. I also had trouble getting this to work.
    So followed you instructions with ini file.
    This worked and I got high data rate enabled in true drive, until I dragged my old ini file back in then then the high data rate wouldn't work.
    Any ideas or suggestions?

    Reply
  8. Thanks for this review! I am curious about how this compares to the 360hz mode that iRacing implemented for the Logitech G Pro DD a little while back. I think a fair test would be to turn off TrueForce too.

    I’ve been running the Logi DD wheel purely for this reason, and putting up with the lack of wheel options.

    Would love to hear from you regarding this, thanks as always.

    Reply
  9. Yeah I am really not that excited about the fact they just added in an interpolation layer instead of doing the FFB properly. I understand the SimuCube team worked on this them selves so it's better than nothing.

    Sounds interesting that the wheelbase telemetry might be opened up in the future. I am currently forking irFFB and working along side rob to see if I can solve some of the issues with it but I much prefer the wheel slip stuff from irFFB. Latency I find minimal anyway, and if you compare it to screen draw timings (not just screen latency) it's still less. But again its preference because Brains are funny.

    Reply
  10. This 60hz rate is one of my biggest critiques of iRacing over the years. At 300km/hr with a ffb rate of 60hz you travel 1.3m between updates, at 200km/hr that's still 88cm between updates. Think about that and what it really means for different drivers running the sim on different PC's.

    Reply
  11. I'm confused here. The six data points sent are the current one and the previous five. The previous data has already been sent in terms of time. Shouldn't we immediately use the current data upon receipt? This is to minimize latency, isn't it?

    Reply
  12. 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.

    Reply
  13. 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.

    Reply
  14. I've been saying on every sim channel for years. I have had 360hz on iracing for years. irffb free program. It makes FFB way better on iracing. It's like no one wants to admit and I'm shut down. Makes sense now they wanted to own it and not promote it

    Reply
  15. So it does the same thing as the iRFFB app? Simply put, upscale from 60 to 360 Hz.
    I have been using this for a couple of years now with a Thrustmaster TS PC base,
    and now with the CSL DD 8. I won't drive in iRacing without iRFFB running.

    Reply
  16. Iracing updates at 60hz? Isnt that really slow? I play ACC on my PS5 with a Thrustmaster T300 and it says my refresh rate is 400hz 😮 Is that correct? If so, then why the hell is Iracing so far behind? I've never tried Iracing but 60hz can't possibly feel anything like 400hz right? (I don't know much about the refesh rate stuff but it's very interesting)

    Reply

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