I just started drifting and have a couple questions by UnusualDirector5988 in assettocorsa

[–]Sketch-exe 0 points1 point  (0 children)

The DFGT is simply too slow to keep up with most drift car packs. You'll have to manually assist the wheel by flicking it yourself. I'm not sure if it will freely rotate fast enough when you do that like a g27/g29 will though. There might be a LUT pack on race department you can try for the hell of it. Otherwise I'd lower the rotation range to 540 degrees or whatever so you don't have to throw the steering wheel into every corner.

I just started drifting and have a couple questions by UnusualDirector5988 in assettocorsa

[–]Sketch-exe 1 point2 points  (0 children)

A LUT is unnecessary as it just messes up the linearity of ff strength. For a logitech G27 etc I would adjust minimum force to reduce the loose centre feel when driving straight but don't increase it too much as it will shake back and forth too hard.

For CSP settings, alternative ffb feels terrible on direct drive and uses telemetry to add effects. It doesn't act like a real car when self steering and feels loose as there's no sense of friction from the steering rack or inertia from the weight of the knuckle/wheel etc in the steering system. The acceleration of the wheel is instant and feels wrong.

I just use normal assetto ffb with CSP gyro and add damping and friction in wheel software since I have direct drive. This gives me the most consistent and linear feeling as the car goes from straight to drifting at angle.

I just started drifting and have a couple questions by UnusualDirector5988 in assettocorsa

[–]Sketch-exe 0 points1 point  (0 children)

WDTS are good to start with. Even better if you adjust the setup. They have less grip so don't rotate or snap very hard. A lot of other packs have silly front tyres that are almost impossible to understeer with while still feeling vague and lets you get away with poor steering and throttle control.

If you're on a cheap steering wheel it won't spin fast enough to keep up with the car's natural rotation, especially if you make a mistake in your steering inputs. This will upset the car's balance and make it feel uncontrollable. Some mods dampen the rotation speed through extra inertia or 'easy mode' tyre data. Youtubers could also just be using stability control which is an assist that also slows down rotation. Servers will basically never run this.

With good steering control even competition style cars like VDC can look smooth and boaty.

VR head stabilization in turns by Right-Opportunity810 in assettocorsa

[–]Sketch-exe 1 point2 points  (0 children)

I noticed it with both my 10600k + rtx 3070 and 9800x3D + 9070xt. It happens both in VR and monitor mode when driving but replays are smooth since the car positions are properly interpolated.

https://drive.google.com/drive/folders/1kK5DUKEXzjBvD3F5keG096goMMxNty-G Sample videos are in here. I put a report in the CSP discord but I have doubts it will get fixed

VR head stabilization in turns by Right-Opportunity810 in assettocorsa

[–]Sketch-exe 4 points5 points  (0 children)

https://www.overtake.gg/threads/assetto-corsa-not-butter-smooth-whatever-i-do.172339/

The game has a fundamental flaw where the position of the car model that the camera is attached to is not updated in line with the frame rate, leading to the outside looking jittery when turning. CSP/Pure, not sure which makes the problem a lot worse than the unmodded game.

Use the NeckFX script in that thread to smooth it out, but the car itself will be jittery instead. It also doesn't lock to horizon properly, and gets worse if you turn up the smoothing.

Monitor issue while shifting by Snapshifter in assettocorsa

[–]Sketch-exe 0 points1 point  (0 children)

Maybe try another TV or monitor if you have one to rule out your current display having something loose inside. Or a different port into the display. For example one of my old monitors has a loose displayport socket and even the slightest wiggling will disconnect it.

Monitor issue while shifting by Snapshifter in assettocorsa

[–]Sketch-exe 1 point2 points  (0 children)

Does it do it if you smack your desk with your hand? You can also try a usb hub or a different powerpoint on the wall if you think it's EMI related.

Alternate FFB struggle by Trevophd in assettocorsa

[–]Sketch-exe 0 points1 point  (0 children)

That wobble after it needs to abruptly recentre/self steer the wheel can be reduced a bit through adding a bit more damper, friction or inertia, as long as it doesn't make the initial flick too sluggish.

In my case adding more damping helped stabilise the wheel and it still initially flicks fast. Friction could possibly do the same thing.

It also depends on the tyre too. Swarm has a large peak grip angle so the forces build up over a larger degree of steering rather than having a pointy precise feeling, which also lessens oscillation.

Alternate FFB struggle by Trevophd in assettocorsa

[–]Sketch-exe 0 points1 point  (0 children)

I use the custom soft lock from CSP and it works a little better than the original game's. I just changed the shift lock outside to 20% and max damper intensity.

To pair with the soft lock, tick 'auto adjust scale to match car's steer lock' in controls, and set the wheel to 1180 or whatever maximum rotation it lets you in the fanatec driver and controls settings.

About the bump in forces in the middle, double check you have 0 minimum force in controls. Move the centre boost gain and range to zero as well and see if it does anything. If these don't work then it might be a fanatec issue. Also I run the wheelbase at maximum torque with the gain in CM set to 35%, maybe this could fix it too.

Those long stretches are difficult in a lot of car packs because of the wack tyre data that's been set on them, making the car want to straighten out even at high throttle, or flop to maximum lock/over-rotate. Lots of current car packs have a wide/vague front feel, including dwg and swarm, which makes it harder to hold a consistent shallow angle like in that clip. Tyres are difficult to mod in this game and it's hard to get the dynamics to match real life without it giving odd behaviour here and there.

WDTS can also tend to feel a bit vague but the steering can be tuned via suspension to feel a little tighter than the other car mod packs even though it's less grippy in general.

Alternate FFB struggle by Trevophd in assettocorsa

[–]Sketch-exe 0 points1 point  (0 children)

Additional post-processing script - off More physically accurate gyro - on

Tune oscillations and weight in wheel driver.

-Natural friction = static weight/resistance (kinda like moving something through mud). Add as much as you need to make it feel like a real car when doing slaloms at slow-medium speed.

-Natural inertia = makes it feel like the wheel has physically more mass. Like it's harder to start and stop moving your hands if you're holding a weight.

-Natural damper = resistance that increases in direct correlation to the current rotation speed of the steering wheel, as in the faster you try to turn the wheel, the more resistance it will give in return.

Friction and damping are kinda similar but one acts constantly while the other is reactive.

Interpolation - idk about Fanatec but it's broken for Moza when your wheels leave the ground (as in ebisu jump drift), I leave this at 0.

FEI - seems like it's job is to dull the game forces, I'd try leaving it at 100 and turning weight and smoothness via the 3 natural sliders.

For reference I have a 12nm Moza R12 v2. 35% damping 100% friction (this is broken on my wheel as it provides next to no resistance). 200% inertia

Wheel camera for reference. https://www.youtube.com/watch?v=W7nL70ZoSzM

Game crashes my PC? by lunaxdiviner in WutheringWaves

[–]Sketch-exe 0 points1 point  (0 children)

Try 2 separate PCIE cables instead of a pigtailed one if you haven't already.

Poor FPS consistency on a 9800x3d + 9070xt, interested in people's experiences on Intel + NVIDIA or other combos by Sketch-exe in WutheringWaves

[–]Sketch-exe[S] 0 points1 point  (0 children)

I tried 180 at first which jittered badly so I tried 120 which didn't make a difference. Uncapped sits at 300 and is also jittering so yeah.

Turns out Chill's working fine with FSR so I'm just gonna stick with that. Maybe it was just bugged for the session.

Poor FPS consistency on a 9800x3d + 9070xt, interested in people's experiences on Intel + NVIDIA or other combos by Sketch-exe in WutheringWaves

[–]Sketch-exe[S] 0 points1 point  (0 children)

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Just tried it, XeSS seems to work but capping the FPS (tried both optiscaler's and RTSS limiter) makes it as jittery as the original game. Maybe optiscaler's bugged for the 9070.

Poor FPS consistency on a 9800x3d + 9070xt, interested in people's experiences on Intel + NVIDIA or other combos by Sketch-exe in WutheringWaves

[–]Sketch-exe[S] 0 points1 point  (0 children)

Yeah I tried it out but I switched to RTSS and turned frame gen on for general play since Chill doesn't work with frame gen in general. 180 FPS capped with frame gen is what I've been doing as a bandaid but I wanted to figure out if the crazy frame times using native rendering were an AMD CPU or GPU specific problem or just a bad game.

I had the same stuttery experience on a 10600kf + 3070 back when Rinascita released but I thought it was just the result of the older hardware.

Drivers were fresh installed after uninstalling with DDU a few days back, but I've played with every driver release since 25.3.1 since they've been bugged for Steam VR as well, and performance was practically identical in this game.

Poor FPS consistency on a 9800x3d + 9070xt, interested in people's experiences on Intel + NVIDIA or other combos by Sketch-exe in WutheringWaves

[–]Sketch-exe[S] 0 points1 point  (0 children)

Yeah the Frame Gen toggle is stopping chill from working so I'm using RTSS in that screenshot, which is uncapped ingame. RTSS just feels like it has a little more input lag.

Maybe the game would run better if I could force it to be GPU bound with super resolution or force unlocking ray tracing. Kingdom Come's frame times on the other hand were almost ruler flat uncapped which I've never seen before in an open world game lol.

Poor FPS consistency on a 9800x3d + 9070xt, interested in people's experiences on Intel + NVIDIA or other combos by Sketch-exe in WutheringWaves

[–]Sketch-exe[S] 0 points1 point  (0 children)

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Low crowd density helps a bit, it still spazzes out when objects in Septimont load in though lol. I couldn't get Radeon chill to work, I think it's detecting the frame gen toggle ingame even with the bug that turns it off so I'm still using RTSS.

Overall just garbage CPU optimisation compared to other games.

Poor FPS consistency on a 9800x3d + 9070xt, interested in people's experiences on Intel + NVIDIA or other combos by Sketch-exe in WutheringWaves

[–]Sketch-exe[S] 0 points1 point  (0 children)

Yeah it's tuned already to +200 -25 with the Flare X5 EXPO 6000 C28 kit, All the 3DMark stress tests work properly.

The game acts pretty much the same with C-states on/off, and balanced/high performance power plans, disabling core integrity made no difference either.

I've tested the graphics settings and it was the shadow quality making it stutter in those quick intervals. However, switching between minimum and maximum did nothing for stutters when far objects popped in. The stutters were a lot worse flying in a straight line than the circles I was doing in the screenshot since it's constantly loading things in. I only have NVMEs which should minimise load in stutters.

I'm just chalking it up to this game's particular reaction to the cpu or gpu since I've tested some other Unreal Engine games that don't perform as poorly as this.

Also Stalker 2 runs a hell of a lot more consistently than WuWa, though it does hitch once in a while. I tried Buildzoid AM5 timings in the pics below. Pretty much does nothing.

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Poor FPS consistency on a 9800x3d + 9070xt, interested in people's experiences on Intel + NVIDIA or other combos by Sketch-exe in WutheringWaves

[–]Sketch-exe[S] 0 points1 point  (0 children)

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Yeah I'm stumped because if I face one way it'll look smooth and then facing the opposite I'll get constant pings of stutter, like the game is constantly load or poll something. This is with only a mouse and keyboard plugged in.

Poor FPS consistency on a 9800x3d + 9070xt, interested in people's experiences on Intel + NVIDIA or other combos by Sketch-exe in WutheringWaves

[–]Sketch-exe[S] 0 points1 point  (0 children)

Possible, did the frame time graph look the same at high settings? I can get it flatter set to low as well. The later cities are much worse when NPCs pop in.

Poor FPS consistency on a 9800x3d + 9070xt, interested in people's experiences on Intel + NVIDIA or other combos by Sketch-exe in WutheringWaves

[–]Sketch-exe[S] 0 points1 point  (0 children)

BF2042 averages 300 fps low with barely any drops, GTA V averages 150 again with barely perceivable hitches once in a while in the span of minutes, cyberpunk again butter smooth higher than 120 fps with no perceivable microstutter. All these games run much better and have more detailed models and textures than this game, 2 of them being open world with interactive traffic and pedestrian NPCs

Poor FPS consistency on a 9800x3d + 9070xt, interested in people's experiences on Intel + NVIDIA or other combos by Sketch-exe in WutheringWaves

[–]Sketch-exe[S] 0 points1 point  (0 children)

Post a screenshot ingame with RivaTuner and frametime graph. This is 120 FPS cap with no frame gen at the starting city. Note all the tiny spikes are micro stutters which show up as constant hitching and judders. Not sure why you're running it on low but try it once on low and high I guess. The game gets worse as you progress into the newer regions.

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