Have Your Say - What Do You Think Is The Next Big Hardware Development?

Have Your Say What Do You Think Is The Next Big Hardware Development.jpg
Just like real motorsports, sim racing is steadily evolving, and especially the hardware side of things has made enormous progress in recent years. With all the advancements having been made, this begs the very interesting question: What is next? Let us know your opinion in the comments below.

The aim of sim racing is to simulate real racing as well as possible. Of course, this also applies to the hardware, which has gotten more and more apparent with the improvements that have been made and due to cooperations like the one between Fanatec and Bentley or BMW - the result is wheels that can be used in a real race car as well as in a sim rig.

When it comes to force feedback, direct drive wheel bases are now capable of accurately reproducing the forces that a driver would feel on track in a real car, complete with risk of injury and, of course, much more detail. Sim racing hardware manufacturers are just now starting to make these systems more affordable to virtual racers, whereas a few years ago, using a DD wheel base outside a professional simulator was almost unthinkable.

With FFB being so close to the real forces now, this begs the question: What piece of hardware is going to see big improvements going forward? A strong candidate would be pedals - brakes have transitioned from using pedal position to load cells, and offerings from manufacturers like Heusinkveld make it possible to have incredibly stiff brake pedals - again, like in a real race car.

However, there is not much else happening with the stopping pedal in the majority of sets to date. At ADAC SimRacing Expo, though, SimTag and D-BOX presented hydraulic pedals that included haptic feedback, which means it is possible to feel ABS kicking in - a feature that proved immensely helpful to brake at the limit in a GT3 car, for example. It is also possible to simulate longer brake travel should the discs overheat and other pedal behavior, increasing the immersion factor and helping the braking process at the same time. The only downside, at least for now, is the price - the SimTag pedals were listed at about €5.500 at the Expo.

Of course, there is a lot more sim racing equipment that might see more development in the near future - what do you think is going to take a big step forward next? And what piece of equipment would you personally like to see improved? Let us know in the comments!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Pitch & roll platforms. G-forces can't be simulated and if they're not precise, then they're detrimental because you're lying to your senses and they expect to feel 1G when you go through that corner at that steering angle, but somehow you're getting 3G and panic kicks in :) They're just useless. But pitch & roll can be isolated and will help a lot in driver development. The feeling of controlling brake release, going thru kerbs, throttle application etc.

And of course cheaper & cheaper gear. I hope some of the big players will enter the arena. Hopefully Sony, Samsung etc.
 
Science can be surprising and unexpected. Who would think, some years ago, that one could receive data on a cellular phone (?) even without wires connecting or applying a vaccine without a needle?
There are unexpected evolutions in everything and I believe that with lots of imagination and ingenuity someone will bring a lot to a (I'm going to call it) always evolving sports activity.
Enjoy y'all
 
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We definitely need something like a minority report AI for public races that arrests late-brakers before they ruin the race for everybody in front.
 
I drive almost exclusively old race cars from the 60s, 70s and 80s.

I would like to see pedals with force feedback. A clutch whose slip point you can feel, a brake pedal that changes its stiffness with fading brakes, locking wheels, etc. There is so much to feel in real cars.

In addition, a realistic H pattern shifter with FFB and locks would be great. I want to feel the gearbox underneath.

Unfortunately, this will probably never happen, because the simulation of clutch, gearbox and brake pedal forces are not detailed enough to deliver any values to the hardware.
 
I would like to see VR become better and more affordable ...
This would probably require tracking the eye position and rendering only the point you are looking at with ultra high resolution. In the peripheral field of view, the resolution can then gradually decrease. This would be the only way to achieve good performance without needing expensive high end GPUs.

The actual VR headsets are wasting resources like crazy. They're rendering the whole image in full resolution, even the parts you're not even looking at.
 
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I think the only real innovation is a way to feel G-forces god knows how.

So the practical innovation i expect is VR just getting better: faster better value gfx cards, better lenses, more FOV.

As for the pedals/wheels stuff, the CSL DD was a product innovation and now i see little else that is of practical value.
 
... but the simulatuons first have to be able to simulate it. Otherwise it makes jo sense.
Doesnt a working model show they do already? Maybe not all things that can cause a low pedal but at least some of them. Not sure id ever spend that kind of money just to be able to feel that though. lol
 
I would like to see VR become better and more affordable, with a solution for seeing your own hands in game.
For the latter point, hand tracking and rendering in 3D space already exists on the Quest 2 without controllers. It's not perfect, but it's pretty good already.
 
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I think there’s still potential in pedal development. The D-Box pedals are an interesting technological demonstrator. To me, not more. And I don’t think a combination of motion and pedals is the solution here.
From my own experience hydraulic pedals are the way to go for sure. I own a pair of Racewerk after having gone the usual G29, CSL, V3, HE Sprint, HE Ultimate way. Had only I known what I was missing out on all those years… But if someone came up with a less complicated system to dynamically simulate changing brake forces and FFB in the brakes, that would be a valuable progress. You will still gain the most time on the brake, no matter what.
 
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Well, just my 2 cents:
I have a super expensive rig, and one of the best things i made DYI was to install two small shakers to the throttle and brake, linked to simhub for ABS and TC kicking in. It works wonders, and besides adding immersion it actually improved my drive, as i have a very precise idea on how/when TC and ABS kick in.
Low expense, great result.

Beside that, what most of the people don't realize is the astronomical difference that VR makes. We are not there insofar as being a reliable, affordable alternative for everyone. But once you get it to work with a very high end visor/setup, you just can't go back. I think we are "almost" there, meaning that in a couple of years we should have a combo of graphic cards / headsets powerful enough and mature enough to be semi-mainstream for Sim guys (as at the moment i don't see any real, mass gaming opportunity in VR besides anything sim/seated related).
 
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If being compared an Super expensive rig to an PS4, it feels so strange that an 10y old AMD Jaguar CPU with iGPU in a PS4 can produce such a quality, so I guess: a better game engine optimization for PC sims. Especially for VR.

Another point is the GPU hardware that despite the >€2000,- GTX3090 still can not generate real photorealistic views. Unlike in the movies were every green background will be photorealistic computerized, I do not see any progress in GPU at Intel/AMD/Nvidia, besides after every new release an higher price tag. So in this case I would see the next big thing in hardware development: a new player in the market that unlike Nvidia/AMD/Intel is not chasing its own tail but would bringin something complete new at the point of generating realistic views. A real game changer, with a complete new approach, like what the 3Dfx Voodoo did ages ago.
 
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Premium
better game engine optimization for PC sim
Windows game developers lack control of their environment;
they get headaches every time M$ sneezes on their APIs (DX9, DX10, etc).
Lacking direct control of hardware, which for PCs is too diverse for serious optimizations,
they must be less optimized than embedded solutions
 
In my opinion, hardware without software is sometimes pointless and the most obious example is H-shifting. The world needs a software standard that defines a 2-way comunication (wired or wireless) between clutch pedals and H-shifters, so that hardware manufacturers can develop models that are compatible, and so that sim developers can implement that into the games, thus providing realistic H shifting, which implies locks and tactile grinding when the clutch is not fully pressed, jerkyness when the clutch is released suddently, stalls, etc.
We also need revised FFB protocols that will finally allow our DD wheels to feel like actual steering wheels.

Although I don't really understand how steering wheels currently function, I'm pretty sure we're still stuck using Immersion's patented technology, and as far back as 2011, either Leo Bodnar or Nils Heusinkveld wrote persuasively about its fundamental inability to produce realistic steering forces. Again, I don't know the details, but if IIRC the feedback loop is essentially backwards, and honestly, I doubt Immersion ever put much effort into their work product. In fact, I'm pretty sure it was already re-purposed from an entirely different application, and was developed to provide a passive income stream.

As far as I know, Immersion's never updated any of the tech, and since they're not even in the simulation, video game, or automotive industry, what could they possibly even contribute?

Nonetheless they've probably made more money in the last twenty years, licensing the product of a few days worth of work, than every sim racing company combined in that time period. If I'm not mistaken, every remotely modern racing or driving game is fundamentally limited by their tech.

Frankly, it's amazing DD wheels work as well as they do, but I'm almost certain they're ultimately capable of much, much more.

In the U.S. at least, Immersion's patents should have expired some time ago, and while extensions are possible, they're not meant to apply in situations that will actually stagnate innovation.

And now that automotive & motorsport firms like Porsche et al., and regulatory agencies like the FIA have finally embraced sim racing, and are invested in its future, Immersion is no longer the most powerful, or wealthiest, firm at the table, and if their patent has expired as it should, I suspect we'll finally see real FFB innovation.

I can't wait.
 
I find it weird we don't have more non DIY transducers setups like Buttkicker.

It adds so much immersion and it's really not that expensive. There should be a big market for this one would think
 

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