I measured FFB update rate using various methods

The FFB is at the same rate, but obviously this being the LMU forum we're getting quite sidetracked here...

@ker2x remember you can get every single FFB output from LMU via plugin (ie 400Hz).

Not via the LMU SharedMemory plugin. I'll try to make a "full plugin" to check if it's actually 400Hz. I doubt it. It would be weird for the plugin to voluntarily divide the rate by 4 for no reason. And a dev on discord told me that the plugin is called at 100hz.
 
Not via the LMU SharedMemory plugin. I'll try to make a "full plugin" to check if it's actually 400Hz. I doubt it. It would be weird for the plugin to voluntarily divide the rate by 4 for no reason. And a dev on discord told me that the plugin is called at 100hz.
As I said in this post, a plugin gets the FFB at 400Hz.

The sharedmemorymap plugin doesn't even provide 100Hz (because when you're online you get remote cars at 50Hz, and I think the author assumed that also meant the player physics was 50Hz). Unless there have been recent changes. I use a modified version to get the full 100Hz on rF2.
I do not know what to say about this as most of the studios don't talk about their engines, but you usually have several fixed time steps depending on the physics you compute. I would probably say that the only thing that runs at 400Hz are the forces applies, as it is what is outputted to the DD, everything else could run a lower or higher rate depending on the time that it needs to compute.
TonyRZ was talking about another game, not LMU. My post above mentioned the internal LMU physics rate: 2400Hz.
 
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