Sometimes it works, sometimes it doesn't, but wheels that offer proprietary set-up options (such as Fanatec's range) can do much to improve matters when compatibility is lacking. One way to get around some of this is for the game to regard non-supported wheels as a generic model (or, more likely, as another wheel altogether) and potentially offer in-game calibration options to fine-tune the experience. Once you factor in high-end or particular features such as rev counters, clutches, multipositional dials, standalone gearshifts, force feedback brake pedals and the like, you can see where the complexity sets in.Īnything that requires as specific and potentially time consuming implementation as wheel/pedal sets do eats up development budget and it's not unusual for developers to instead spend that time focusing on features that will get played by all, rather than aim to officially support a lengthy list of wheels for the dedicated few. Yes, really.Īnd that's just for the standard implementation. This was done on a game-by-game, race-by-race basis. In the interest of making direct comparisons - at least where this was possible - the process involved taking out identical cars on identical tracks, ensuring a variety of vehicle and circuit characteristics, before swapping the wheel/pedal rig and repeating the experience. The performance reference points were my Fanatec Porsche 911 GT2 and ClubSport pedals, as well as a Logitech G25 (a wheel I have previously owned and am on first name terms with).Īs for the games, the roster included a mix of GT5, Forza 4, F1 2011, Race Pro, NASCAR 2011, DiRT 3, Shift 2 Unleashed, WRC 2010/2011, GRID, Need for Speed Shift, and Need for Speed Hot Pursuit - with play time biased towards the heavier realism-based entries over their more arcade-natured brethren. The core of the assessment was done with the wheels and pedals set up on a Playseat, with additional track time spent on a standard desk in order to test the mounting stability in more everyday set-ups. It's not unusual to hear developers moan about having to fix or work around problems caused by coding inconsistencies. Even getting the 'out of the box' default settings right can be tricky, because different wheel manufacturers have very different ways of doing things when it comes to their product's API. The proportion of players using them is tiny, though, and typically only the most popular/official models get fully supported in games. Certainly, they're the only way to fully exploit the handling dynamics on offer from the Forzas and Gran Turismos of our favoured medium. Today's examples can offer sublime levels of feedback and, even without resorting to hydraulic rigs to shake your gaming seat in a semblance of g-forces that the simracing PC crowd can tap into (not to mention some truly high-end wheel/pedal/gear set-ups), can do a remarkable job of conveying the nuances of driving a car on the limit. Here's what you need to know about force feedback wheels. Here, we round up the newest additions to the steering wheel club, taking in everything from Microsoft's entry-level Wireless Speed Wheel to the deluxe Thrustmaster T500 RS. Trouble is, there's a maze of plastic, leather and metal to negotiate when trying to choose a wheel that's right for you, a situation further muddied in the wake of Forza and Gran Turismo's release as several new contenders have hit the market. It's a complexity that can't really be done justice with an analogue stick and a couple of triggers, and unlocking the full potential of a Gran Turismo 5 or a Forza 4 requires a dedicated - and often expensive - set-up. Console driving games are increasingly complex beasts, with each new generation adding further to the depth of simulation.
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