Logitech publishes recommended RS50 settings for a long list of titles, and almost everyone who quotes it quotes one row and stops.
That's the problem. It isn't one table. It's three — PC, PlayStation and Xbox — and for the same game they frequently disagree. Not by a click or two: Project Motor Racing gets FFB Filter 11 on PC and Filter 1 on both consoles, and Forza Motorsport (2023) changes in every column between PC and Xbox, including which compatibility mode the wheel must be in.
If you copied a number off a forum post without checking which platform it came from, you're running the wrong setting. Here's the whole thing, plus the parts of Logitech's own guidance that get skipped.
Every number in that table assumes 8 Nm
Stated once, in italics, above the tables, and I've never seen anyone repeat it:
These settings all assume that your wheel is set to 8Nm of strength — you can set the dampener settings lower if you're running the wheel at a lower strength.
The whole table is calibrated to the base at full output. Dampener exists to stop a very responsive motor moving faster than the car would. Turn the strength down and you've reduced the thing the dampener was sized against, so the published value is now over-damping you — the wheel goes vague and slow, and you blame the game.
So: set strength first, then treat the published dampener as a ceiling rather than a target. If you run the RS50 at 6 Nm because your rig flexes or your desk clamp complains, drop the dampener proportionally. Everything I've said about why 8 Nm is genuinely enough assumes you actually run it at 8.
Compatibility Mode is a platform decision, not a game decision
This is the one that costs people an evening, and the received wisdom is wrong. The assumption is that certain games "need PRO mode" — that it's a property of the title. It isn't. Look at what Logitech publishes:
- Assetto Corsa Competizione: RS on PC, PRO on PlayStation, PRO on Xbox
- Forza Motorsport (2023): PRO on PC, RS on Xbox
- EA Sports WRC: PRO on PC, RS on PlayStation, RS on Xbox
- GRID Legends: RS on PC, PRO on PlayStation, PRO on Xbox
ACC and GRID Legends want PRO on console and RS on PC. Forza Motorsport, EA WRC and FH5 want the opposite. It isn't even stable within a series: FH5 needs PRO on PC, while Forza Horizon 6 runs native RS.
PRO mode makes the base identify itself as a Logitech PRO wheel, so a title that already ships a PRO profile detects it without manual binding. Whether a given build has that profile is a per-platform question, and that's all this is. The full published list: PC — Automobilista 2, EA Sports WRC, Forza Horizon 5, Forza Motorsport (2023), Japanese Drift Master. PlayStation — ACC (PS5 only; the PS4 build is listed as not supported), GRID Legends. Xbox — ACC, GRID Legends. Everything else runs in native RS mode.
Set the mode on the base before you launch the title, not after.
The PC table
Filter, Dampener, TF Audio and Angle as Logitech publishes them, for the platform most of you are on.
| Title | Mode | FFB Filter | Dampener | TF Audio | Angle |
|---|---|---|---|---|---|
| Assetto Corsa | RS | 5 | 90 | N/A | 1080 |
| Assetto Corsa Competizione | RS | 3 | OFF | 30 | Per car |
| Assetto Corsa EVO | RS | 5 | OFF | 85 | 1080 |
| Assetto Corsa Rally | RS | 7 | OFF | N/A | 900 |
| American Truck Simulator | RS | 4 | 70 | N/A | 2520 |
| Automobilista 2 | PRO | 1 | OFF | 40 | 1080 |
| BeamNG Drive | RS | 5 | OFF | 80 | 1080 |
| CarX Drift Racing Online | RS | 1 | 50 | N/A | 1080 |
| CarX Street | RS | 11 | 60 | N/A | 540 |
| Dakar Desert Rally | RS | 7 | OFF | N/A | 900 |
| Dirt Rally | RS | 6 | 50 | N/A | Per car |
| Dirt Rally 2.0 | RS | 5 | 60 | 30 | Per car |
| EA Sports WRC | PRO | 5 | 60 | 30 | 1080 |
| Endurance Motorsport Series | RS | 4 | 20 | 100 | 360 |
| Euro Truck Simulator 2 | RS | 3 | 60 | N/A | 2520 |
| F1 25 (and 22–24) | RS | 5 | 70 | 20 | 360 |
| Forza Horizon 5 | PRO | 6 | 30 | N/A | 900 |
| Forza Horizon 6 | RS | 5 | OFF | N/A | 900 |
| Forza Motorsport (2023) | PRO | 1 | OFF | 40 | 1080 |
| GRID (2019) | RS | 5 | 40 | 80 | 1080 |
| GRID Legends | RS | 2 | 20 | N/A | 1080 |
| iRacing | RS | 1 | OFF | 100 | 1080 |
| Japanese Drift Master | PRO | 4 | 20 | N/A | 500 |
| Le Mans Ultimate | RS | 4 | OFF | 60 | 900 |
| NASCAR 25 | RS | 5 | 20 | N/A | 900 |
| Project Cars 2 | RS | 5 | 20 | N/A | 1080 |
| Project Motor Racing | RS | 11 | 20 | N/A | 900 |
| RaceRoom Racing Experience | RS | 9 | OFF | N/A | Per car |
| Rennsport | RS | 1 | OFF | N/A | 500 |
| rFactor 2 | RS | 1 | OFF | N/A | Per car |
| The Crew Motorfest | RS | 4 | OFF | N/A | 1080 |
| Tokyo Xtreme Racer | RS | 6 | 60 | N/A | 360 |
| Wreckfest | RS | 8 | 70 | N/A | Per car |
There's a pattern in the filter column. iRacing, rFactor 2, Automobilista 2 and Rennsport all get Filter 1 — the sims with the cleanest, highest-rate force feedback, and Logitech isn't smoothing them because there's nothing to smooth. RaceRoom gets 9. CarX Street and Project Motor Racing get 11. A high filter value says the title's signal is noisy, not that the wheel needs help.
Dampener runs the other way. The sims mostly get OFF. Assetto Corsa's 90 is the highest on the PC list by a clear margin, and it's an old title with a very lively self-aligning torque model.
Where the console tables disagree with PC
The part nobody writes up. Same game, different platform, different numbers.
| Title | PC | PlayStation | Xbox |
|---|---|---|---|
| Project Motor Racing | Filter 11 | Filter 1 | Filter 1 |
| GRID Legends | RS, Filter 2 | PRO, Filter 13 | PRO, Filter 7 |
| Forza Motorsport (2023) | PRO, 1, OFF, TF 40, 1080 | — | RS, 8, 15, TF 100, 2700 |
| F1 25 | Filter 5, 360° | Filter 1, 360° | Filter 5, 2700° |
| Assetto Corsa | Damp 90 | Damp 70 | Damp 100 |
| EA Sports WRC | PRO, 5, 60, 1080 | RS, 4, 25, 900 | RS, 6, 15, 2700 |
| Need For Speed: Heat | — | Filter 12, Damp 30 | Filter 8, Damp 70 |
| The Crew Motorfest | Filter 4, Damp OFF | Filter 8, Damp OFF | Filter 5, Damp 50 |
| Wreckfest | Filter 8, Damp 70 | Filter 5, Damp 50 | Filter 8, Damp 90 |
Not everything moves — Dakar Desert Rally, Forza Horizon 6 and World of Outlaws carry identical rows across the platforms they appear on. But when a game does move, it moves a long way.
The F1 25 row is the one that will confuse people. Angle 360 on PC and PlayStation, 2700 on Xbox. That's not preference — Logitech's note is that the PC F1 builds want you to set 360 yourself, while consoles manage rotation for you. Copy the Xbox number onto a PC and your F1 car will feel like a bus.
The complete PlayStation and Xbox tables — GT7, World of Outlaws, Taxi Life and the rest — are in Logitech's own article; I won't re-key 45 rows I can't improve on. The takeaway is above: if you play across platforms, you need two profiles, not one.
Logitech says Auto beats its own numbers
Buried in the filter explanation:
The Auto setting will usually create the most ideal experience by attempting to match the filter to the rate at which the game title updates its force feedback.
They publish 78 numeric filter values, then say the automatic setting is usually better. Less a contradiction than an admission: Auto reads the game's actual FFB update rate, which beats a static number picked during testing.
Start on Auto. Go manual only when a title feels wrong, using the published number as your reference. The exception is anything already on the Filter 1 end — iRacing, rF2, AMS2 — where smoothing costs you detail you're paying 8 Nm to feel.
If your game isn't in the table
Logitech's fallback rule is more useful than the table itself:
In the vast majority of cases, if a title supports the Logitech G29, G920, or G923, then the RS50 Wheel will also work — some initial setup may just be required.
The G29 and G920 have been the default wheel target for a decade, so the RS50's untested-title compatibility is effectively the G29's — and there's a lot of knowledge to borrow. Our ACC settings for the G29 and G920, the iRacing G29 and G920 page and the GT7 Logitech settings point at the same menus and binding screens. The values need translating for a direct drive — far less gain than a gear-driven wheel needed — but the path is identical. Still deciding? The G29 versus G923 comparison covers what you're leaving behind.
One honest caveat on TF Audio
TF Audio is the gain for the vibrotactile TrueForce layer, and the table marks it N/A on a lot of rows. It's tempting to read that as "this game has no TrueForce" — but EA Sports WRC shows 30 on PC and N/A on Xbox, and Logitech never defines the marker. Don't use this table as a TrueForce compatibility list; what the layer is, and how it differs from the haptics Fanatec and MOZA ship, is covered in TrueForce, FullForce and Wheel LFE explained.
Where I depart from Logitech: their iRacing row runs TF Audio at 100, which is too high. TrueForce is a cue, not an effect — maxed out it competes with the steering forces underneath and you read vibration instead of load. Start around half and work up until you notice it.
The safety note that belongs here
Logitech buries this under Dampener:
in some titles you will notice that if you let go of the wheel while on a straight it will quickly start oscillating left and right… If you do let go and the wheel starts oscillating, then pause the game title first before attempting to take hold of the wheel in order to prevent injury.
A direct drive base has no gearbox to absorb an oscillation, and grabbing a rim already slapping between the stops is how people hurt their thumbs. Pause first. It costs a second.
What I'd actually change
Set strength before anything else. Every published dampener assumes 8 Nm. Change one and the other stops being right.
Use Auto filter as the default. Then override in the sims that deserve Filter 1.
Halve the TF Audio numbers on the high rows. 100 is a demo setting.
Check the platform on any setting you find online. Half the RS50 advice circulating is a console row quoted at PC players, or the reverse.
And if you change one thing on the whole rig, it isn't a number in this table — it's the pedals. Brake pressure is where the lap time is, as I argued in the RS Pedals review.
FAQ
Where do I change these settings on the RS50? All five — Compatibility Mode, FFB Filter, Dampener, TF Audio and Angle — live in the OLED screen on the base. No software needed, which is why the console experience is as complete as the PC one.
Do I have to use PRO compatibility mode for the games listed? No. Logitech's wording is that PRO makes setup easier, and that it's "usually still possible" to use RS mode by manually configuring the controls in the title's options. PRO saves you the binding work; it isn't a requirement.
Why is ACC RS mode on PC but PRO on console? Because the mode tracks whether that platform's build ships a Logitech PRO profile. The PC build detects the RS50 natively; the PS5 and Xbox builds don't, so you borrow the PRO identity. The PS4 build of ACC is listed as not supported at all.
What FFB Filter should I use in iRacing? Logitech publishes Filter 1 with Dampener OFF, and I'd leave both alone. iRacing produces one of the cleanest FFB signals in sim racing — filtering it throws away information. For the in-game side, our iRacing wheel FFB settings guide covers strength and min force.
My game isn't in the table. Will the RS50 work? Probably. Logitech's rule is that if a title supports the G29, G920 or G923, the RS50 will work too, possibly after manual setup. That covers nearly everything with force feedback made in the last decade.
Why does the same game have a different steering angle on Xbox? Because some console builds manage rotation themselves and expect the wheel left at maximum, while the PC build expects you to set it per car. F1 25 is the clearest example: 360° on PC and PlayStation, 2700° on Xbox.
Are these settings the fastest, or just the most comfortable? Neither, and that's worth being blunt about. They're a tested starting point from the manufacturer. No wheel setting has ever made anyone quick — they make the car readable, and reading it is your job. Get the strength and angle right, stop the wheel lying to you with excessive filtering, then go and do the laps.