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LogiUK

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  1. The game developers have to integrate our code into their game, which is the same as the way things already happen on PlayStation.
  2. Anything new is classed as "vendor-defined" so it has to be defined by the peripheral maker, with an SDK then provided to the game developer so they know how to talk to the additional features. We provide a Trueforce SDK to developers for each platform (PC, Xbox and PlayStation) that they use to talk to the G923.
  3. I can clarify that there's no exclusivity or special permissions involved in us doing what we did (other than Trueforce itself being exclusive to Logitech, of course).
  4. What happens if you unplug/replug the wheel whilst in the game?
  5. Thanks. We think that this should actually only be affecting the Xbox version of the G923 so I'm definitely interested to hear more from the G29 users.
  6. Hi All, We're investigating on our end too. Could you check something for me please? Before running DR2.0, try quitting G HUB (right click the icon in your systray and click Quit) then see if the same issue with the FFB occurs. Your RPM LEDs won't work with G HUB not running, but it will be interesting to see if this makes any difference to the FFB issues.
  7. Yes, on Xbox there is a standard wheel SDK that all wheels have to adhere to, including the G923 - this ensures that all wheels work on all titles that support wheels. Internally, we refer to this as Legacy force feedback. If we as wheel manufacturers want to do anything outside of that strict spec, then we need to create our own SDK. For us this was needed to enable the Trueforce feature, as well as allowing us to add more buttons and the RPM LEDs that are not otherwise supported in the standard wheel SDK. Game developers then need to specifically support the SDK in their title in ord
  8. @Duelcoot Hi there. This is defined by the Xbox wheel spec and we can't affect it on G920 - it would be up to Microsoft to update the wheel support and then developers would still have to update their titles to support the new feature. For G923 we have enabled extra controls, including the LSB/RSB buttons and the RPM LEDs it features, through our Trueforce SDK; the same point still stands there though about developers needing to support those extra functions. For example, whilst Assetto Corsa Competitzione does support Trueforce and the extra controls, GRID did not implement the support for
  9. @mjg1301 Sorry for the slow response - the forum isn't notifying me of updates and the last week has been crazy busy. The wheel losing forces as you load the game is completely correct behaviour - this is because the game has loaded the FFB engine and now has control and they're not implementing any kind of centering spring whilst in menus. G HUB makes no difference to force feedback (except for Trueforce games as you can adjust the sliders within G HUB). What are your full force feedback settings in-game?
  10. @steviejay69 Actually it makes no difference - in either the PS3 or PS4 position G HUB will still detect the wheel and switch it to PC mode. @mjg1301I could do with a full list of games that you've tried the wheel with please. Also, is the wheel present and working when you test it in the Game Controllers app in Windows (joy.cpl from the run window)?
  11. @mjg1301 @steviejay69 Have you checked the general controller settings in Steam to make sure nothing is ticked in there? Is the wheel working in other games?
  12. Sorry, no idea at the moment - still waiting to hear back from them.
  13. LogiUK

    Logitech G923

    Hi there, This one is covered in the Logitech troubleshooting topic that BarryBL posted recently. There's a single step that you're missing - you need to return the wheel to centre after turning it in the required direction. THEN it will assign.
  14. Hi there, This one is covered in the Logitech troubleshooting topic that BarryBL posted recently. There's a single step that you're missing - you need to return the wheel to centre after turning it in the required direction. THEN it will assign.
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