Force Feedback - How important is it?

Discussion in 'Ideas and Suggestions' started by willdev, Mar 24, 2015.

  1. willdev

    willdev
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    This is a thread I should have made a while ago, it's a question I have been wanting to ask for a long time. So it's do we need force feedback?

    And can it be done without affecting performance too much?

    How much use will it get, is it needed?

    I've come from mainly a programming background so I know it's not trivial to add force feedback. I can understand why it wasn't a priority before. Anyway, I wanted to get this out there as i'm not sure it has been questioned before.
     
  2. BallisticDK

    BallisticDK
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    There is a WIP FFB system in the game right now
     
  3. willdev

    willdev
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    I know there is, that's what i'm saying. I'm saying should it be there. I'm not asking for it.
     
    #3 willdev, Mar 24, 2015
    Last edited: Mar 25, 2015
  4. SixSixSevenSeven

    SixSixSevenSeven
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    When you compare driving games on keyboard, gamepad, wheel no FFB and wheel with FFB. A wheel with FFB trumps them all big time, its an exponential increase in enjoyment from each step. Its generally considered stupid to release a driving game without.

    As for performance. Eh, in the grand scheme of things its virtually no extra load over no FFB.
     
  5. willdev

    willdev
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    Yeah, well, yeah driving makes sense, certainly. I suppose although the game is called .Drive, I see so much more potential for it than just driving. I suppose really I hope the devs don't end up putting so much focus on driving that the other parts that make it so unique get pushed to the side.

    - - - Updated - - -

    To add to this because I think it's important.

    What we have in BeamNG is a fully simulated world. You can build anything, it has all the basic physical rules, it's a bit like the matrix :rolleyes: (may have finally lost my mind). But seriously, so force feedback is like, a bit of it, in my opinion. Certainly driving is just a bit of it, I hope.
     
  6. mike22

    mike22
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    I don't understand. Driving is the main part of the game. What other parts are you talkin' about ?
     
  7. willdev

    willdev
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    No, you don't understand. What i'm saying is that there is so much more potential than that. I don't know maybe you don't understand what makes this game so different to other games who knows.
     
  8. DrowsySam

    DrowsySam
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    It is a priority and is already implemented into BeamNG.drive :) It works great how it is, it just needs to be tuned for each individual wheel.

    From my understanding, Force feedback will help with things like developing dynamic steering, which is fairly important if you want a good driving experience with a gamepad or keyboard.
     
  9. willdev

    willdev
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    Thanks for your reply Drowsy. :) That clears that up nicely.
     
    #9 willdev, Mar 25, 2015
    Last edited: Mar 25, 2015
  10. Occam's Razer

    Occam's Razer
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    Strictly speaking, the game [.Drive] is really a showcase for the tech [BeamNG] (and even more strictly speaking, we don't yet have a game, just a sandbox). The tech has a lot of potential mileage that can be gotten out of it, not just in regards to simulating driving and vehicles. The skillful modders who have added several diverse aircraft are living proof of this.
     
  11. tdev

    tdev
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    Without the forcefeedback, corey wouldn't have been able to test/tune/improve the tires alone
     
  12. mike22

    mike22
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    You haven't mentioned any other aspects than driving yet, so no, I still don't know what you're referring to when you say, "there is so much more potential than that".

    You're not slick cause you echoed that I didn't understand. The main point of the game is to drive a vehicle. A lot of people use wheels to play the game, so yea, force feedback is important in a game like that.
     
  13. willdev

    willdev
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    Did you read any of the thread at all?

    If you can't see any more potential mike it's your own loss really.
     
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