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

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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

Premium
That's what I hope the future of mid-range is.
from a production standpoint I doubt it would, at the same number of units sold, actually be much more expensive than making a DFGT or DFP today. The motor itself would ofc be more expensive, but with all the mechanical surroundings with cogwheels and cograils or belts not being needed...
 
Maybe something like a pressure suit that uses balloons and air pockets to imitate G-force on the body. Other than that I think Simracing is in a really good place right now. Perhaps more light and comfortable VR headsets is the best thing coming up. I am ready to ditch my triples once VR headsets get lighter, more comfortable on the eyes and better ventilated for long racing sessions.
 
from a production standpoint I doubt it would, at the same number of units sold, actually be much more expensive than making a DFGT or DFP today. The motor itself would ofc be more expensive, but with all the mechanical surroundings with cogwheels and cograils or belts not being needed...
Only if someone decides to make less profit in order to get a cut in the market. I don't foresee the current manufacturers ever doing it.
 
G force head set, something to put g forces on the head and neck FREXsim is doing something like that, but this would be a neat addition, motioncockpit, fans, bbut kickers, a g-pressure suit or vest with air bladders, and the head and neck sim device.
 
Some sort of device that fits over your ears and tricks your inner ear into thinking that it's moving.
G force head set, something to put g forces on the head and neck FREXsim is doing something like that, but this would be a neat addition, motioncockpit, fans, bbut kickers, a g-pressure suit or vest with air bladders, and the head and neck sim device.
Yeah, Sony are apparently designing something for the new PCVR that is meant to be a "comfort" hardware device which is meant to reduce VR Motion Sickness I presume. But your g force headset idea, yes, I think one day there will be a device we can wear over our ears that may trick the inner ear and then the brain in to thinking it's moving - a specific fan of some sort, vibration or electromagnetics I got no idea - of course when I say vibration it won't be like a buttkicker which would rattle your teeth out. Vest with pressure bladders - pretty sure someone somewhere did a DIY job of something like that but with water, but could be wrong - I like these sort of ideas - bit like the g- seat principle but your wear it.
 
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As mentioned above, a way to make you feel G-force. Can't wait to try it on WipeOut too !
Valve is working on this.

Also +1 to everyone that said a more open ecosystem, it's kinda baffling that in 2021 we have things like bases having DRM onboard to disable FFB to prevent using third party wheel rims.
I also think things like proprietary SDKs should go, there should be a standard for everything (which is already partially true, most FFB devices work similarly hence why all your wheels work on even newer sims). Or at the very least manufacturers should provide open source SDKs so we can interface with the hardware.
 
My personal wish:
A seamless merging of Virtual Rreality and Augmented Reality. You can see your entire body and your wheel and pedals (with the requirement that your physical wheel be similar shape and size to the virtual one), but everything else around you is virtual. I'm a Triples guy and I've never used VR, but I'd bet that's where it should go next.

As some have said earlier, H-pattern shifting evolution in both the hardware and in the sim would be great to get, but unfortunately I don't see it happening. H-pattern shifting is antiquated technology and is going the way of the dodo in active racing series. Notice the Simtag/D-Box story is talking about things that apply to current tech cars (ABS, brake fade)...

I believe the biggest challenge would be G-Forces...

As much we'd like it (or think we'd like it), there's no way to fake it; it's a simple physics constraint, you have to be moving at considerable speed...short of a rig on motorized wheels, in a room as big as a basketball court, that'll toss you from one end to the other really fast (safety concerns be damned), it's only lateral forces, so pretty much impossible and impractical (best you race a real car at that point lol). The best NASA and the military (with their ridiculous budgets) could create were giant centrifuges and top-tier F1 teams only use motion rigs of a similar principle to the ones we have...so yea, no advancements there.

Only if the tech was possible to build some sci-fi "adjustable gravity" room (think DragonBall-Z), which would have it's own serious problems:
1) would only be affordable by Bezos :mad:
2) Not possible in our lifetimes :(
3) would only give vertical G-forces and no lateral :thumbsdown:
4) would probably kill people if it malfunctioned :confused:
 
"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?"

Ironically besides h-pattern shifting, FFB is probably the least accurate thing in a sim rig currently. The two major reasons are both software related, being the simulators themselves and the drivers for the wheels. The drivers are using an old architecture that could very much use a refresh to allow the simulators to do things better. The simulators themselves are doing things really poorly at the moment. Can take AC as an example. It outputs steering rack forces, which is great, but 90% of cars use power steering, which is not linear and thus responds completely differently; that isn't really modeled at all in AC (there's a gamma function for FFB per car, but it's not at all how real PS works). This means you can't have a setting that specifies your wheel torque and lets you have 1:1 forces with the real car. They would all need specific friction, damping, and PS (or no PS) settings to make this happen. I'm not sure if that'll be a development, since it's not as "sexy" as a new set of pedals etc, but that's the biggest flaw in feedback from sims at the moment, because none of them do it correctly.

edit: though none of the sims do individual car physics very well either, so there's that...
 
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"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?"

Ironically besides h-pattern shifting, FFB is probably the least accurate thing in a sim rig currently. The two major reasons are both software related, being the simulators themselves and the drivers for the wheels. The drivers are using an old architecture that could very much use a refresh to allow the simulators to do things better. The simulators themselves are doing things really poorly at the moment. Can take AC as an example. It outputs steering rack forces, which is great, but 90% of cars use power steering, which is not linear and thus responds completely differently; that isn't really modeled at all in AC (there's a gamma function for FFB per car, but it's not at all how real PS works). This means you can't have a setting that specifies your wheel torque and lets you have 1:1 forces with the real car. They would all need specific friction, damping, and PS (or no PS) settings to make this happen. I'm not sure if that'll be a development, since it's not as "sexy" as a new set of pedals etc, but that's the biggest flaw in feedback from sims at the moment, because none of them do it correctly.

edit: though none of the sims do individual car physics very well either, so there's that...
Luckily the consumer doesn't care one bit how accurate the simulation is so there will never be a need to implement proper FFB or accurate car models in consumer sims.

:rolleyes:
 
Premium
After seeing Steve's excellent motion rig feature, I think it'll be great to see an affordable harness set that tightens to replicate braking forces. That'll be a game changer!
 
D
Outside of some exotic hard to justify things like featured in the article pedals, nothing revolutionary. We already have DD wheels and VR (that 50/50 might improve in the upcoming years or die completely).
 
Stable electricty supply and powergrids in Europe, avoiding continental blackouts that knock us out for months to come and catapult us back into the medieval.

Currently everything is beign done to acchieve the detrimental effect.

No, I'm not kidding. Yes, I also mean Germany where I live. I especially mean Germany.
 
*For Rally, output of meters to a Terratrip module for a navigator to read pace notes to and a PDF of pace notes, so you can print them out. Or better still, output to another screen of pace notes for the navigator, probably on an iPad.
*Photographically real graphics.
 
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How about a electroshock device that give gamers 50k volt into their body if they have a hard crash or joly electricity into them if they have acollision; that'll teach them not to drive stupidly fast. That would be fun at esport tourneys
On the other hand, we could also have powerful fan to give them that 1980s Maxell commercial experience
 
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I saw hydraulic brakes on the simexpo and ordered them. They just arrived and made braking to a completely new experience, I had not expected such a huge difference in fact. So I totally agree, the new brake generation was a big step forward in simracing hardware.
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