FM7 FFB Updates Headline New Forza Motorsport 7 Update

Forza Motorsport 7 (Turn 10 Studios)

Paul Jeffrey

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Forza 7 Update.jpg

A new update has dropped today for Forza Motorsport 7, with force feedback improvements set to headline the latest build.


Microsoft and Turn 10 Studios have released another new update to their Forza Motorsport 7 racing game on Xbox One and Windows 10 PC, adding the 2017 Ferrari GTC4 Lusso as February's free spotlight machine, and a range of fixes and improvements to the title. Of the highlights from the new build, Turn 10 have improved the loading times of the software to present a quicker and more enjoyable experience for players, as well as enhanced Force Feedback that should provide a fresh experience behind the wheel for players of the title.

February Spotlight Car - 2017 Ferrari GTC4 Lusso
Proving that a Ferrari can be practical, the GTC4 Lusso does something few other Ferraris can: carry a family of four. Don’t let that practicality fool you, though, as this four-seater is everything you would expect from the Prancing Pony and more. Up front, you have a 680 horsepower V-12 that, while more subtle than its supercar brethren, is nothing less than breathtaking. From a throaty idle to an 8,000-rpm bellow, there are gobs of torquey power to pull you through the curves or launch you into orbit with a top speed of over 200 mph. There’s also rear wheel steering taken from the F12tdf that will help the car to rotate into corners with poise. In Italian, lusso means “luxury” but there’s more than just creature comforts here. The GTC4 is a thrill ride for the whole family, no matter if the destination is the local grocer or the switchbacks of the nearest mountain pass.

Updated Paint Space
Forza livery creators have some new tools to work with in the February update, as we’ve made some significant improvements to the paint space. First and foremost, the paint space itself now features four user-selectable lighting scenarios – Ambient Light, Ambient Dark, Sunny, and Sunset. This gives the players the ability to view their liveries in a variety of lighting environments, perfect for highlighting those problem areas in a design. In addition, we’ve brought the functionality of Forzavista into the paint space; now players can open doors and hoods, get inside the car, and quickly spin around their car to see how a design is flowing.

We’ve also added Photo Mode to the Paint Space; which can be accessed within the Forzavista option in the Paint Space. This update also adds a Free Camera system in the main garage (accessible via Forzavista), which allows unobstructed movement around the garage home space while in Photo Mode.

Forza 7 Update 2.jpg


Force Feedback Update
This month, we’ve introduced a Force Feedback (FFB) update for wheel users. This update addresses issues that were causing latency between the physics frame and the FFB frame, which manifested as oscillation. With this update, wheel users will feel less oscillation and hitching in wheel FFB.

In addition to these features and changes, we have made some back-end improvements that will improve load times into multiplayer races. These improvements will save players anywhere from 10-30 seconds during a load into a 24-car race.

February Events
New #Forzathon events have already begun in Forza Motorsport 7, with a great lineup of events and rewards coming throughout the month of February. Look for cars like the 2010 Maserati Gran Turismo S Forza Edition, the 1987 Ferrari F40, the 1946 Ford Super Deluxe Woody Wagon Forza Edition and more up for grabs, as well nearly 1 million in-game credits available to win across all of February’s events.

Our February crop of Rivals events have also kicked off. Forza 7 VIPs have access to a new event in the 1997 Maserati Ghibli Cup on Dubai. Over in Leagues, we’ve got our current “Keeping Pace” season happening now, featuring divisions like Formula 90s, Forza Touring Cars, and more, along with sweet rewards like the 1968 Dodge Dart HEMI Super Stock Forza Edition, among others.


FORZA MOTORSPORT 7 UPDATE NOTES:

General
  • Fixed an issue where warnings could not be shown if player disabled opponent labels.
  • Fixed an issue where certain telemetry HUD elements were misaligned in 16:9 aspect ratio.
  • Signs that have been knocked down into the roadway now have a more consistent effect when hit by vehicles.
  • When playing in Free Play on Teams, players’ team colors will no longer change in the Event Results screen as other drivers finish.
  • Fixed an issue where PC players could not rewind a clip while using a keyboard and mouse.
  • Fixed an issue where a player who joins a public Meetup hopper after the race begins receives poor visual feedback after pressing “Join Race.”
  • Inconsistent text color of the “Free” breadcrumb between Marketplace menu and View Cars menu.
  • Added badge for the Merkur brand.
  • Added Tamo logo in several menus where it was previously missing.
  • Centered Race Time and Current Lap time text in its UI box.
  • Fixed an issue where, in drag, a vehicle would sustain damage to rear when assists were changed at the starting line immediately after acceleration.
  • Fixed an issue where the “Low Bandwidth Warning” message overlaps HUD elements in a race.
  • Fixed an issue on PC version where player gamertags and numbers were oversized during the 3-2-1 countdown during standing starts.
  • Fixed an issue where 3-2-1 countdown was not correctly aligned to the screen.
  • Fixed an issue where Rivals ghosts were appearing in Photo mode.
  • Tuning increments are now consistent between localizations.
  • Fixed an issue where driving over some rumble strips caused 100 percent damage.
  • Updated the Car Collection Exclusive Content messaging to reflect unlocked exclusive cars.
  • Drift HUD now shows best/last lap drift scores.
  • Fixed an issue where HDR Calibration scale appears enlarged and cuts off part of the Title.
  • Fixed an issue where changing Collision Mode to “Always Off” makes a player’s car clip through every collideable (tirewalls, cones, etc.)
  • Removed opponent labels during the Event Results screen of the post-race sequence.
  • Fixed an issue where opponent labels showed incorrect information on random cars behind the player.
  • Fixed an issue where opponent labels were incorrectly displayed after the player exited the on-track Photo mode.
  • Fixed an issue with opponent labels where the distance label was not reflecting an accurate distance when close to the opponent cars.
  • Fixed an issue with opponent labels where the group number was still visible even after label was collapsed.
  • Removed reference to prize crates in the More Info screen of Race Shop.
  • Fixed an issue where players would become invisible if they selected “Back to Pits” from the Pause menu and then quickly rejoined a Meetups race.
  • Fixed an issue in Meetups where players did not ghost during the first 20 seconds upon entering an event.
Audio
  • Fixed an issue where music was not audible after viewing the Multiplayer initial experience video.
Tracks
  • Fixed a bug that would cause lighting to “pop” on certain wet ribbon tracks during the track establishing shot.
  • Adjusted suggested racing line at Dubai near right-hand wall before hotel.
  • Fixed an issue where cars could fall out of the environment after rolling and landing on the roof or side in the gravel on certain tracks, including Silverstone.
  • Fixed an issue on Hockenheim where dark “shadow” spots were still appearing on ground event after loose tires were moved.
  • Fixed an issue where hitching occurred on Prague Short when driving in Free Play.
  • Fixed an issue where cars would jump and/or hitch when scrolling between cars in Buy Car or My Garage menus.

Cars
  • Fixed an issue with the 2002 Chevrolet Corvette Z06, where turning off the camera motion effects created a large hole in the dashboard when driving in wheel-less cockpit view.
  • Adjusted driver camera with the 1970 Plymouth Hemi Cuda Convertible Barrett-Jackson Edition to better show gauges.
  • Adjusted the performance graph in the Upgrade Shop menu for the 1963 Shelby Monaco King Cobra.

Spectate
  • Fixed an issue where the Spectate camera goes out of the environment on certain sections of Suzuka West Circuit Alt.
  • In Spectate, players markers will now be removed from the mini map once a player has disconnected during a race.

All in all, another solid update from Turn 10 Studios as they continue to steadily improve Forza Motorsport 7 on Xbox One and Windows 10 PC.

Forza Motorsport 7 is available for Xbox One and Windows 10 PC now.

Check out the Forza Motorsport 7 sub forum here at RaceDepartment for all the latest from the smash hit Forza racing game franchise.


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Safe to assume these changes have made it to the demo?

I've got a soft spot for Forza, the franchise got me into sim racing, and with a Fanatec wheel on the 360 was quite good for the time. No other game offered that many cars, tracks, tuning, painting, damage, real-time telemetry WHILE racing, etc... it was ahead of its time 12 years with Motorsport 2... and increasingly losing its way since!
 
So here's why I think Forza 7 FFB really has improved, it's close enough for me in a real car and track I know well. No need for some unknown race driver or YouTuber to tell me if the FFB and car reactions are as I should expect with this one!

Forza Motorsport 7 vs Real Life Megane RS265 Trophy real life Nordschleife record lap.

The track surface feel is transmitted through the wheel as well as Forza can, the corner and peak speeds are almost identical. The hand movements on my plastic toy TX458 wheel - I can se it for what it is - to rotate the car mirror the real driver almost perfectly for 99% of the lap. I've been lucky enough to drive this Megane and a few others similar (eg R26.R and Trophy R) with Renault at the 'ring and the wheel feel feels as close as a game possibly could to me. I was also lucky enough to ride along up the hill with Laurent at Goodwood a couple of years ago in the Trophy R.

I know Forza FFB will never be enough for some but I'm not sure what else people would want from wheel feedback. In my enthusiast level real track experience this is about as much detail as any hot hatch type car can give through the wheel. The other forces people are looking for are most likely sensations through the seat, chassis and brake pedal in a real car but not through the wheel - I'd even suggest there is too much indication of the brakes locking up through the wheel, but it's a game and needs to convey that somehow and maybe sound alone isn't enough. Sure AC levels of FFB would be great but it seems we'll have to wait until the next console generation for a reliable game that can also manage that.

I'm sure you'll make your feelings known if you agree or disagree! For me this is a huge improvement for Forza and it is much closer to the other popular racing games often discussed here than before.
 
I only recently started with the Forza Motorsport 7 career and occasionally really enjoy it.

The great thing about having an AccuForce is that you can use the SimCommander 4 FFB instead the FFB coming from the game. This FFB is created by SC4 from the telemetry data coming from the game and it's much better and far more easy to tune to your liking.
 
I enjoy this game a lot when I just wan't to have online fun.

But it needs FOV adjustment, and for the love of god let us lower the "world movement" when hitting the brakes. It feels like a michael bay movie.
 
I've tested FFB yesterday and I must say I really enjoyed the race in Porsche 911 RSR 2017. It was really fun.

I personally own the Mazda 6 2.3 170HP car with a very stiff springs, which is not a racecar but fair enough to try go around a track. I've drove also 250HP Megane RS and I must admit that the feeling that comes from a wheel in Forza is almost the same as in those two real cars.

Why people admire so much AC/RF2 FFB? I've tried gokarts and other stuff and I didn't feel so much feedback through the wheel like in AC/RF2. Sometimes I think that people want to get unnatural feedback.

Just get over it, take your car for a spin to your local track and see yourself how it behaves.
 
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Uh?

I see what you're saying Mark, and I do enjoy Forza for casual racing, re downloading it now. I also enjoy creating liveries, it is a fun game for when I want a break from the league.

Fair call I didn't express that clearly!

I just mean Forza FFB is like my VW group daily driver car, it's fully functional but I know some of the messages are being filtered out by the electronics. I can still drive it as fast as I wish. In game terms this means Turn 10 can maintain 60fps and stability even on the oldest consoles. Hot hatchbacks to GT cars Fora feel good enough to me.

AC, for me, is more like Lotus Exige wheel feel, as Evo magazine call it 'nuggety' and full of detailed road feedback, it's more immersive and I get more feedback through the wheel. However in game terms in AC on console (fabulous on PC of course) the framerate suffers, trees and sometimes stands pop in and out as the wheel is turned so it seems consoles are not ready for that yet (also happens in games like Gravel). To be fair the same is true with PCARS, which for me is slightly better FFB than Forza, but on the Xbox One S with more than 6 cars on track the FFB is often lost entirely. For that reason I'll take the Forza approach as more than good enough.

Both in games and real life on track I'm no faster in comparable cars (eg Megane Trophy R vs Elise SC) or games (Forza vs AC) that have more nuanced feedback in the wheel. Only VR has mad me a touch faster on tracks with big elevation changes and tricky braking areas (eg Red Bull Ring) because it's easier to judge the gradient and depth to the corner. Where I've driven the real track such as Cadwell Park or the 'ring I find judging elevation on the screen easy enough but VR just makes it a touch easier with track like the RBR that I've never driven for real.
 
I enjoy FM7 with a few adult beverages and then a few more after that. So I do not take it that seriously as it is a "simcade" game. Whatever that means now a days. It's fun to blow off some steam with the AI and percentage cranked up. As there is no line the AI really takes other than their own. If you're in it be prepared to get punted......and that's where the adult beverages, curse words, and fun start! As for multiplayer? It seems just like the AI most the time. Lots of unnecessary punts!
 
Forza has demented grip, i.e. none.
The high end race cars have less grip than the low end street cars on street rubber...this makes no sense!!
Racing cars get get 'easier' the better they are....not harder...
 
I want to give this a shot. I do. I downloaded the demo and got the infamous game won't start bug. Re-downloaded the whole thing, still nothing. Game is on sale with Live Gold too.

I just want to drive that '86 XR4Ti!!!
 
So here's why I think Forza 7 FFB really has improved, it's close enough for me in a real car and track I know well. No need for some unknown race driver or YouTuber to tell me if the FFB and car reactions are as I should expect with this one!

Forza Motorsport 7 vs Real Life Megane RS265 Trophy real life Nordschleife record lap.
Here is a braking (stopping distance) test I did for another forum on different games. It's very accurate, takes the driver (almost - I had to warm the tires manually) out of the equation (ABS on and set to default in all tests, so Forza actually got off light, since you can brake much harder in FM games with ABS off), all done at Monza and in a stock Porsche 991 GT3 RS. All data acquired visually from video frame-by-frame writing down the speedo-values, interpolating the data with Wolfram Mathematica into a super equation and deriving the speed/time graph to get the distance/time graph:
allgames-911gt3rs991-9qppd.png

And no, I'm not an AC fanboy, actually when I was done with the test, I thought PC2 would be the closest to real life values, because I only remembered ~120m new magazine-internal braking distance record from the original Auto Bild article. I didn't know they published the actual stopping distances 3 months later in a comparison article.

It's almost scary how accurate AC's tire parameters are.
Back to FM7: If you turn off ABS, it's also very ridiculous how easy the braking is. You pussy-foot "brush" the brake pedal (<0.5% input) and your car's highest speed is reduced by about 20-30%. The difference between 50% brake input and 70% input is almost non-existent, both are borderline perfect threshold braking in a car that locks up at about 72-75% input.

Don't tell us FM is so damn realistic. I like the game, but for what it actually is and that's not a sim in the more professional sense.
 
Before this sim vs. simcade argument gets out of control, I like to remind everyone of perspective. And how lucky we are to have so many LEGIT options. Remember 2006 when it was basically rFactor, re-skinned GPL, GTR and Nascar Season 2003?

racing 1.jpg


racing 2.jpg
 
Here is a braking (stopping distance) test I did for another forum on different games. It's very accurate,

Don't tell us FM is so damn realistic. I like the game, but for what it actually is and that's not a sim in the more professional sense.

I'm impressed with the level of detail you go to with these racing games, fair play to you. It's way too far for games for me but I respect your dedication.

You appear angry in your response. We did this dance last time in a Forza thread so there was really no need this time, you prefer AC I got that last time. Forza is great for the game it is, I did say earlier in the thread I wasn't trying to convince anyone of anything, I'm just enjoy a game the way I like to play it. It can produce some stunningly close to reality moments with certain car and tracks, as can many of these games. I'll speak as I find when Forza can produce as good as an identical lap to the real world record in a car with the same spec and tuning settings. You are of course free to disagree, though I find it's better to stay polite than making demands to avoid misunderstandings. For the record I didn't tell anyone anything I shared my opinion and as I understand it I'm free to do that here in a respectful manner.

Data is one thing, feel and connection is another, if just getting the data right produced perfection we'd surely have a universally popular racing game, and the perfect real world car by now? Oddly enough we don't. I'm sure you know Porsche's engineers have significantly re-engineered the steering in the 992 because it wasn't that great in the first gen. I once asked some respected UK motoring journalists why a certain cars lap time varies between an individual test and a later group test, the cars were identical specification and tyre wise. They said simply, different day, different temperature, change in track grip (akin to the difference in each games view of the level of grip a certain track offers, and in my experience the grip level and abrasiveness of real tracks varies widely). Even the F1 drivers moan about the difference in feel/grip between 2 supposedly identical sets of tyres.

As you've chosen to go for the data route lets ask a few critical thinking questions because, you know, statistics...and as the academics would say, be prepared to defend your data.

Game questions:
- What track temperatures and track conditions did you chose in AC? I've seen many an AC discussion where 'optimum' surfaces allow faster than real world times which is likely to include reduced braking distances.
- What makes you so certain the generic and only GT3 RS tyre 'Hypercar Road' in AC has anywhere near the same specification as that used during the AutoBild test? I remember AC having a special FAQ section explaining that their Trofeo tyres had nothing to do with the brand Trofeo.
- Any tweaking in the game files? I've directly experienced another AC player making claims about the PC vs Console version of AC and it turned out they had increased the level of grip available in the PC files. They did apologise which was good of them. Being so data driven I doubt you'd do that but, you know, it's good to ask.
- Why the Corsa Medium rather than Trofeo-R in PCARS2 - how closely do these branded tyres match their real world counterparts performance, if Pirelli tyres were used in the SuperTest.
- What brake upgrades (Forza), suspension settings (identical across all games and real?) brake pressures, deadzones etc - the list of potential variables in the data goes on.
-How many times did you run each test, was it always 100% consistent?

GT3 RS Questions:
- As you said even the Auto Bild (do you have a link to the article you quote?) braking distances varied from test to test. I wonder if the GT3 RS in either test optional - £6500 ouch - Carbon Ceramic brakes fitted? Carbon ceramic brakes make a huge difference once up to temperature (and can be a liability when cold in the real world).

- Which tyres was the GT3 RS running on for the SuperTest? They didn't bring along one of those 'special' test sets they keep for the multi car tests did they? ;)

- Does the real GT3 RS or the real cars in your experience have perfectly linear braking percentages?

At the end of the day it's likely that AC is simulating a small number of cars to a higher degree of accuracy for a smaller market who care about such detail. Forza, as I already said in this thread is a mile wide, inch deep game by comparison. It's also a an upgrading and tuning game which means so many of the aspects you reference can be changed through build and tuning - which is part of the fun of the game. I've enjoyed upgrading many of my real cars and I'm sure others here have too, it's good to have in a game.

Forza is a great game. AC is a great game on PC. AC on console is awful, you're lucky you didn't try this video braking test on the console version because you'd either have missed a whole set of frames or been able to count them individually.

I doubt I've changed your mind and your data hasn't changed mine one bit either. A thousand apologies if my video of the Forza Megane RS250 upgraded to RS265 spec matching it's real world equivalent caused you offence. It matters more to me if the game recreate an all round authentic experience, it appears to matter more to you that they match a magazines data set.

Luckily we can both enjoy these games in our own way, on plastic toy wheels too if we are so inclined - just to keep in mind this is all just an enjoyable pastime. :)
 
I'm impressed with the level of detail you go to with these racing games, fair play to you. It's way too far for games for me but I respect your dedication.

You appear angry in your response. We did this dance last time in a Forza thread so there was really no need this time, you prefer AC I got that last time. Forza is great for the game it is, I did say earlier in the thread I wasn't trying to convince anyone of anything, I'm just enjoy a game the way I like to play it. It can produce some stunningly close to reality moments with certain car and tracks, as can many of these games. I'll speak as I find when Forza can produce as good as an identical lap to the real world record in a car with the same spec and tuning settings. You are of course free to disagree, though I find it's better to stay polite than making demands to avoid misunderstandings. For the record I didn't tell anyone anything I shared my opinion and as I understand it I'm free to do that here in a respectful manner.
Now that I'm reading it, I guess I came off as angry or at least annoyed. It wasn't my intention.

I don't have much time at the moment nor in the next few weeks, but I'll try to defend my data here shortly:
- What track temperatures and track conditions did you chose in AC? I've seen many an AC discussion where 'optimum' surfaces allow faster than real world times which is likely to include reduced braking distances.
AC was on optimum track, but not optimum temperature. I don't remember it exactly, but I chose something sub-optimal aching of PC2 temps.

- What makes you so certain the generic and only GT3 RS tyre 'Hypercar Road' in AC has anywhere near the same specification as that used during the AutoBild test? I remember AC having a special FAQ section explaining that their Trofeo tyres had nothing to do with the brand Trofeo.
It's the only tire AC offers for that car, so I didn't have a choice anyway. The tire in the Auto Bild test was the Michelin Sport Cup2, which is the standard tire (probably the tire that was on the car for which Porsche gave Kunos data for). Porsche has an option for a semi-slick Dunlop Sport Maxx Race 2 (the Michelin is still supposed to be a fantastic tire).

- Any tweaking in the game files?
Nope.

- Why the Corsa Medium rather than Trofeo-R in PCARS2 - how closely do these branded tyres match their real world counterparts performance, if Pirelli tyres were used in the SuperTest.
The Corsa Medium was the tire with the shortest braking distance, the Trofeo R produced a lot of ABS judder. Also the Medium is probably closer to the Michelin in looks, where the Trofeo R would be closer to the Dunlop... semi-slick'ish.
projectcars2-911gt3rs6vj8k.png

If you think the P-Zero (Hard) data doesn't make any sense. I agree, but... SMS.

- What brake upgrades (Forza), suspension settings (identical across all games and real?) brake pressures, deadzones etc - the list of potential variables in the data goes on.
No upgrades, completely stock, never changed the setup or tire pressure or brake balance or anything on the setups. It's the fairest I could do imo, even if pCARS and Forza come with kind of a track setup in terms of camber and so on, instead of OEM values.

-How many times did you run each test, was it always 100% consistent?
I repeated the braking if there was something unusual about it (swerving or not stomping the brake hard enough, or if the car was not 100% level vehicle-dynamics wise, but I acquired the data from the video only once. Still, I have more graphs on GTS [here if someone is interested] and PC2 (as shown above, and here I did repeat the braking multiple times because of their bad low-frequency stuttery ABS and tire wobble, it's never as smooth as the other games) and overall the compounds fall in line quite nicely, no big outliers. So I'd guess combining multiple data sets would lead to much different results in AC or FM, where the braking went smoothly anyway compared to PC2.

- As you said even the Auto Bild (do you have a link to the article you quote?) braking distances varied from test to test. I wonder if the GT3 RS in either test optional - £6500 ouch - Carbon Ceramic brakes fitted? Carbon ceramic brakes make a huge difference once up to temperature (and can be a liability when cold in the real world).
The "about 120m" value was in-text in an online article from Auto Bild. The actual values (31.1m and 117m) were from Auto Bild Sportscars issue 1 2016.

- Does the real GT3 RS or the real cars in your experience have perfectly linear braking percentages?
I don't know what that means. Are you asking if the car has a brake balance controller that shifts brake pressure depending on brake-g? That I don't know, but I know that Kunos simulate tech like that on the Aventador for example.
Btw. (slighty off-topic) I also did a brake balance test in Forza 7 with another car to better understand what their 50:50 brake balance means that every FM car starts on (the data is from a Mazda MX-5, which has 50:50 weight balance, I only used the tuning-menu values, not in-game/engine tests):
brakebias_3dgraphs87ily.png

brakebias_contourgrapeuiyc.png


[damn, I really need to go now]
 
Here is a braking (stopping distance) test I did for another forum on different games. It's very accurate, takes the driver (almost - I had to warm the tires manually) out of the equation (ABS on and set to default in all tests, so Forza actually got off light, since you can brake much harder in FM games with ABS off), all done at Monza and in a stock Porsche 991 GT3 RS. All data acquired visually from video frame-by-frame writing down the speedo-values, interpolating the data with Wolfram Mathematica into a super equation and deriving the speed/time graph to get the distance/time graph:
allgames-911gt3rs991-9qppd.png

And no, I'm not an AC fanboy, actually when I was done with the test, I thought PC2 would be the closest to real life values, because I only remembered ~120m new magazine-internal braking distance record from the original Auto Bild article. I didn't know they published the actual stopping distances 3 months later in a comparison article.

It's almost scary how accurate AC's tire parameters are.
Back to FM7: If you turn off ABS, it's also very ridiculous how easy the braking is. You pussy-foot "brush" the brake pedal (<0.5% input) and your car's highest speed is reduced by about 20-30%. The difference between 50% brake input and 70% input is almost non-existent, both are borderline perfect threshold braking in a car that locks up at about 72-75% input.

Don't tell us FM is so damn realistic. I like the game, but for what it actually is and that's not a sim in the more professional sense.


Thanks for this test. That confirms my feeling. Monza is a good example, the first corner I can brake in FM7 much later than in other games, and the brakefeeling (Variation from slow to strong) is very limited.

The FFB is in AC better, more detailed, but with emuwheel 2.0 (sorry I dont drive again with the standard FFB) it is the best FFB in the Forza series and a great step forward. With reducing the steeringlinearity to 45 the wheelmovement feels now more naturally than with 50. For me, I enjoy the great car selection, the nice cockpitdesigns and the great graphic. FFB is now ok. The only one thing which must be better are the carsounds. They are really bad and a step backward.
 

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