My goal last night was to actual try an on-line race with a high number of players, or as it actually ended up, with any number of players. I saw in the end there was 7 in the lobby and they actually completed the race. Similar to AC races now, 8 or less and all is well.
So I didn't get a chance to check my latest post patch FFB settings that I have been using with 16 AI in a Custom Race situation. In a Custom race it's just a matter of Group Code sync up between you and 15 AI. But in an on-line race is is Group Code sync, plus the added factor of Net Code sync, or Lag, caused mainly from random packet loss errors within each of the 16 players internet path.
If all 16 have a good hard wired connection, and the race is not occurring in prime time streaming mode, then there's a better chance of the XBOX being able to handle it all. Note: I asked a PC player last night if they have any issues, he said they regularly have 32 players in a lobby without problems.
@WI99hockeyDAD - the settings I have are based on this "Starting" approach:
Gain - 100
Volume - 50
Tone - 50
Fx -0
Then I adjust the wheel weight feeling with the VOL to where I like it.
Then I adjust the Tone feeling the way I like it.
Then I adjust the Fx until I like it, AND up to the clipping point.
EVERY car/track combo is different, so I mapped the VOL to the D-Pad UP and DWN so I can easily adjust the weight factor as I'm driving around and getting a feel for all the myriad of combos.
In the end, I have this as my set up that I like, and it doesn't grind and bump in Custom Race with 16 cars. But, still haven't checked it with the added on-line factor, so it still might need some small adjustments.
Over a range of strong to light cars: G920
Gain- 93 ~ 100 (usually 97 ~ 98)
VOL - 45 ~ 48 (Depends on the car type)
Tone - 65 (I like slightly more side load effect)
Fx - 23 ~ 30 (depends on the amount of bumps on any track)
You'll want to make some collisions on purpose, and travel over sausage bumps to see if the "jolt" factor is OK with the settings you end up with for each car/track.
I'm almost sure that these settings will work with 7~8 people on line, but after that, it will have to be tested to get a better feel for it in the worst case like 16 in a lobby, if that's even possible, some players with WiFi connection, and mixed regions, and prime time in at least one region.
Up to this point, I haven't been able to even check this situation. Which leads me to believe that high physics, active dynamic, high graphics racing games have passed the performance level of XBOX One.
So, maybe SMS can't make it work in the coming months, but if not, then it will probably be limited to 7~8 in a lobby. Maybe the XBOX 1X will prove to be the saving grace because it's basically a PC in a console box. More processing power = More players in a lobby.
Sorry to be so long, but it's complicated, and there's no easy fix at this point. If I'm correct, it sounded like the guys that were in the 7 person lobby were actually having some fun. So a smaller lobby for now isn't so bad, right?