This isn't specifically about AC but does apply to AC and is about simracing games in general.
I see time and time again certain manufacturers' wheels or specific wheel models either not working with particular games' auto-rotation or stop working after a game update or maybe a wheel driver/firmware update or for whatever other reason. I noticed this most recently with some games with my Accuforce v2 and with a particular game that had a bug which caused auto-rotation to not work in some cases.
Then it occurred to me: why don't racing devs implement the steering's auto-rotation by applying the steering locks from the game itself instead? This would avoid having to program the game to talk to all the different manufacturer's drivers and wheel models out there. It would also avoid game-updates or wheel driver/firmware updates breaking the auto-rotation for certain manufacturers' wheels (or particular wheel models). This would be a universal method therefore it would work for all wheels regardless of age, model, brand, etc.
Nothing would change from the player's side except 1 very easy & quick thing to do: simply input into the game your physical wheel's maximum steering rotation (180 or 240 degrees for some older wheels, 900, 1080, whatever it may be). This would only need to be done 1 time no different to how we all map our buttons (keys, pedals, wheel, etc.). Also, just like with the current system, you would of course still be able to change the car's steering ratio in the car's setup/garage menu if you prefer a faster or slower ratio - nothing will change from the player's point of view compared to the current system.
The thing that may make this method I'm explaining unfeasible - as someone pointed out to me - is if FFB wheels have different FFB behavior based on what their rotation is set to. Eg. there may be FFB scaling from the wheel's side for different FFB effects/filters depending on the driver's wheel rotation, or other FFB parameters (that affect behavior) on the wheel's side may change/scale according to the rotation set in the wheel's driver. If this is indeed the case, then the method I'm explaining of course wouldn't work optimally and therefore wouldn't be desirable.
What are some of your thoughts/opinions on all this?
I see time and time again certain manufacturers' wheels or specific wheel models either not working with particular games' auto-rotation or stop working after a game update or maybe a wheel driver/firmware update or for whatever other reason. I noticed this most recently with some games with my Accuforce v2 and with a particular game that had a bug which caused auto-rotation to not work in some cases.
Then it occurred to me: why don't racing devs implement the steering's auto-rotation by applying the steering locks from the game itself instead? This would avoid having to program the game to talk to all the different manufacturer's drivers and wheel models out there. It would also avoid game-updates or wheel driver/firmware updates breaking the auto-rotation for certain manufacturers' wheels (or particular wheel models). This would be a universal method therefore it would work for all wheels regardless of age, model, brand, etc.
Nothing would change from the player's side except 1 very easy & quick thing to do: simply input into the game your physical wheel's maximum steering rotation (180 or 240 degrees for some older wheels, 900, 1080, whatever it may be). This would only need to be done 1 time no different to how we all map our buttons (keys, pedals, wheel, etc.). Also, just like with the current system, you would of course still be able to change the car's steering ratio in the car's setup/garage menu if you prefer a faster or slower ratio - nothing will change from the player's point of view compared to the current system.
The thing that may make this method I'm explaining unfeasible - as someone pointed out to me - is if FFB wheels have different FFB behavior based on what their rotation is set to. Eg. there may be FFB scaling from the wheel's side for different FFB effects/filters depending on the driver's wheel rotation, or other FFB parameters (that affect behavior) on the wheel's side may change/scale according to the rotation set in the wheel's driver. If this is indeed the case, then the method I'm explaining of course wouldn't work optimally and therefore wouldn't be desirable.
What are some of your thoughts/opinions on all this?
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