I agree, bodnar wrote a peice about this very issue and a possible solution is to factor in user force inputs at the wheel (which would include any friction of the wheel) that are fed back into the sim. The current method is certainly not bad though, so long as you have a really good wheel with a very high refresh rate as well, i think the issue can be avoided all together. Edit: on second thoughts i'm not so sure bodnars solution is fixing a real problem in the first place. I mean he says the ideal ffb wheel measures what force you put into the wheel and this is sent back to the sim but is it really needed? I mean, in reallife and in the sim, you react against the forces at the (ffb) steering wheel by applying your own force and depending on the net force outcome, the wheel finds it's next new position (or not if the forces are equal). The net force is decided at the ffb wheel (between the motors and the user) and a new steering position arrises as a result which is sent back to the sim and sets a new front wheel position. This is no different as a physical steering wheel setting a new front wheel position through the mechanical linkages, no?