DiRT Rally 2.0 DiRT Rally 2.0: Supported Peripherals Confirmed

Paul Jeffrey

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DiRT Rally 2.0.jpg

Codemasters have confirmed the full list of supported peripherals for the upcoming DiRT Rally 2.0.

The good news for gamers is many of the most common brands look set to be supported from the off, including much of the Fanatec, Logitech and Thrustmaster wheel range - however it is also nice to see direct drive wheel support in the form of the SimSteering and Accuforce wheels - an increasing trend in sim racing as the popularity of direct drive wheels continues to increase amongst the sim racing player base.

Full supported peripherals list:
  • Fanatec ClubSport Handbrake (AO) PC
  • Fanatec ClubSport Handbrake via Fanatec ClubSport USB Adapter (AO) PC
  • Fanatec ClubSport Pedals V1 (AO) PC
  • Fanatec ClubSport Pedals V2 (AO) PC
  • Fanatec ClubSport Pedals V3 (AO) PC
  • Fanatec ClubSport Shifter (SQ) (AO) PC
  • Fanatec ClubSport Shifter (SQ) via Fanatec ClubSport USB Adapter (AO) PC
  • Fanatec ClubSport Steering Wheel BMW GT2 (AO) PC
  • Fanatec ClubSport Steering Wheel Formula (AO) PC
  • Fanatec ClubSport Steering Wheel Porsche 918 RSR (AO) PC
  • Fanatec ClubSport Steering Wheel Universal Hub for Xbox One (AO) PC
  • Fanatec ClubSport USB Adapter (AO) PC
  • Fanatec ClubSport Wheel Base v1 PC
  • Fanatec ClubSport Wheel Base v2 PC
  • Fanatec ClubSport Wheel Base v2.5 PC
  • Fanatec CSL Elite Pedals (AO) PC
  • Fanatec CSL Elite Racing Wheel – Officially licensed for PS4™ PC
  • Fanatec CSL Elite Racing Wheel – Officially licensed for PS4™ (AO) PC
  • Fanatec CSL Elite Wheel Base PC
  • Fanatec CSL Steering Wheel McLaren GT3 (AO) PC
  • Fanatec CSL Steering Wheel P1 for Xbox One (AO) PC
  • Fanatec CSL Steering Wheel PS4 (AO) PC
  • Generic Keyboard PC
  • Generic Keyboard Azerty PC
  • Logitech G25 Racing Wheel PC
  • Logitech G27 Racing Wheel PC
  • Logitech G29 Racing Wheel PC
  • Logitech G920 Racing Wheel PC
  • Official Xbox 360 Wired Pad PC
  • Official Xbox 360 Wireless Pad PC
  • Official Xbox One Wireless Pad PC
  • SimSteering PC
  • SimXperience AccuForce Pro PC
  • SPEEDLINK Strike FX Gamepad PC
  • SPEEDLINK Torid Gamepad PC
  • Thrustmaster 2-Pedal Pedal Set (AO) PC
  • Thrustmaster 599XX EVO 30 (AO) PC
  • Thrustmaster Sparco® P310 (AO) PC
  • Thrustmaster F1 (AO) PC
  • Thrustmaster Ferrari 458 Italia Edition (AO) PC
  • Thrustmaster Ferrari 488 Challenge Edition (AO) PC
  • Thrustmaster Ferrari GTE (AO) PC
  • Thrustmaster Leather 28 GT (AO) PC
  • Thrustmaster T300 RS GT Edition PC
  • Thrustmaster Sparco® R383 (AO) PC
  • Thrustmaster T3PA Pro pedals (AO) PC
  • Thrustmaster T80 PC
  • Thrustmaster T150 PC
  • Thrustmaster T300 RS PC
  • Thrustmaster T500 RS PC
  • Thrustmaster T500 RS F1 Advanced mode PC
  • Thrustmaster T-GT PC
  • Thrustmaster T.RJ12 USB Adapter (AO) PC
  • Thrustmaster TH8 RS Shifter (AO) PC
  • Thrustmaster TH8A Shifter (AO) PC
  • Thrustmaster TMX Force Feedback PC
  • Thrustmaster TS-PC Racer PC
  • Thrustmaster TS-XW Racer PC
  • Thrustmaster TSS Handbrake Sparco® Mod (AO) PC
  • Thrustmaster TSS Handbrake Sparco® Mod+ (AO) PC
  • Thrustmaster TX PC
  • Fanatec ClubSport Handbrake (AO) PS4
  • Fanatec ClubSport Pedals V1 (AO) PS4
  • Fanatec ClubSport Pedals V2 (AO) PS4
  • Fanatec ClubSport Pedals V3 (AO) PS4
  • Fanatec ClubSport Shifter (SQ) (AO) PS4
  • Fanatec ClubSport Steering Wheel BMW GT2 (AO) PS4
  • Fanatec ClubSport Steering Wheel Formula (AO) PS4
  • Fanatec ClubSport Steering Wheel Porsche 918 RSR (AO) PS4
  • Fanatec ClubSport Steering Wheel Universal Hub (AO) PS4
  • Fanatec CSL Elite Pedals (AO) PS4
  • Fanatec CSL Elite Racing Wheel – Officially licensed for PS4™ (AO) PS4
  • Fanatec CSL Steering Wheel McLaren GT3 (AO) PS4
  • Fanatec CSL Steering Wheel PS4 (AO) PS4
  • Fanatec CSR Elite Pedals (AO) PS4
  • Logitech G29 Racing Wheel PS4
  • PS Vita PS4
  • Thrustmaster 2-Pedal Pedal Set (AO) PS4
  • Thrustmaster 599XX EVO 30 (AO) PS4
  • Thrustmaster BT LED DISPLAY PS4
  • Thrustmaster F1 (AO) PS4
  • Thrustmaster Ferrari GTE (AO) PS4
  • TThrustmaster T300 RS GT Edition PS4
  • Thrustmaster Sparco® R383 (AO) PS4
  • Thrustmaster T3PA Pedals (AO) PS4
  • Thrustmaster T3PA Pro pedals (AO) PS4
  • Thrustmaster T80 PS4
  • Thrustmaster T150 PS4
  • Thrustmaster T300 RS PS4
  • Thrustmaster T500 RS PS4
  • Thrustmaster T-GT PS4
  • Thrustmaster TH8A Shifter (AO) PS4
  • Thrustmaster TM Leather 28 GT (AO) PS4
  • Thrustmaster TSS Handbrake Sparco® Mod+ (AO) PS4
  • Fanatec ClubSport Handbrake (AO) XB1
  • Fanatec ClubSport Pedals V1 (AO) XB1
  • Fanatec ClubSport Pedals V2 (AO) XB1
  • Fanatec ClubSport Pedals V3 (AO) XB1
  • Fanatec ClubSport Shifter (SQ) (AO) XB1
  • Fanatec ClubSport Steering Wheel BMW GT2 (AO) XB1
  • Fanatec ClubSport Steering Wheel Formula (AO) XB1
  • Fanatec ClubSport Steering Wheel Porsche 918 RSR (AO) XB1
  • Fanatec ClubSport Wheel Base v2 XB1
  • Fanatec ClubSport Wheel Base v2.5 XB1
  • Fanatec ClubSport Wheel Universal Hub for Xbox One (AO) XB1
  • Fanatec CSL Elite Pedals (AO) XB1
  • Fanatec CSL Elite Wheel XB1
  • Fanatec CSL Steering Wheel McLaren GT3 (AO) XB1
  • Fanatec CSL Steering Wheel P1 for Xbox One (AO) XB1
  • Fanatec CSR Pedals (AO) XB1
  • Logitech G920 Racing Wheel XB1
  • Thrustmaster 2-Pedal Pedal Set (AO) XB1
  • Thrustmaster 458 Italia (AO) XB1
  • Thrustmaster 599XX EVO 30 (AO) XB1
  • Thrustmaster F1 (AO) XB1
  • Thrustmaster Ferrari 458 Spider Racing XB1
  • Thrustmaster Ferrari GTE (AO) XB1
  • Thrustmaster Sparco® R383 (AO) XB1
  • Thrustmaster T3PA Pedals (AO) XB1
  • Thrustmaster T3PA Pro pedals (AO) XB1
  • Thrustmaster TH8A Shifter (AO) XB1
  • Thrustmaster TM Leather 28 GT (AO) XB1
  • Thrustmaster TMX Force Feedback XB1
  • Thrustmaster TS-XW Racer XB1
  • Thrustmaster TSS Handbrake Sparco® Mod+ (AO) XB1
  • Thrustmaster TX XB1


DiRT Rally 2.0 will release February 26th 2019.

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Sooo sim racers weren't immersed before VR? I remember being quite immersed playing Gran Turismo 1 on PS1 using a controller..."immersion" is relative; VR doesn't have a monopoly on immersion.

As I said, do whatever makes you happy :D...You're not the first VR user to try to convert me and I'm sure you won't be the last. I'm happy...you're happy...toMAYto....toMAHto...let's call the whole thing off :thumbsup:

(BTW, when I look left I see the car door, side mirrors and the car creeping up alongside me. I don't see a light when I look up, it's behind me...besides, I don't look up in a race; what's the point? Finally, I'm more of a tea drinker and I hate cats :p )



The attacked bit was worse case scenario, but you get the idea LOL

Sim racers were immersed before, but there are different levels of immersion or there would never be such a thing as a motion rig, and aeroplane pilots wouldn't train in a fully enclosed rig.

As for the rest, well you get the idea ;)

That's assuming every, single VR user would like a racing game. That's pretty far from the case. There are quite a lot who doesn't touch a sim-game, or even own a wheel. According the the released numbers, around 120k Steam users have "everything else" as a controller. "Everything else" includes N64 controller(yes, really), dancepads, DIY's etc. and wheels.
In addition, there are people who bought a wheel to do ETS2/ATS, but doesn't car for racing.
The amount of steering-wheel, VR, sim-game users are a fairly low amount. Then add in the ones who are in that camp, but isn't in the no VR no buy gang. Then the number will be far lower than 100k users.

I was referring to the person I quoted, who said 1% of steam users have VR and 0.1% will be interested in racing games. These were just 'made up figures' as were mine (except the amount of Steam users).
Even if you quartered my figure, that would still be £1,000,000 though.

Also I bet a lot of VR users will own at least one racing game, as the majority went mad buying every title that looked good in VR.
 
I've had SEX twice! It's overrated, uncomfortable, steamy, sweaty and will never buy it again.

Fixed that for you :roflmao::););), on a Sim racing site that is just bragging because it's rumoured most sim racers live in their moms basement and are, other than palm, virgins ;).

Sorry Jim couldn't resist.:thumbsup:

So many other possible humorous replacements for VR in that sentence too.
 
 
No VR no buy? Have any of you guys seen the steam analytics? Less of the 1% of the player base have it, assuming one out of ten (less?) is in to sim racing, we are below the .1% and maybe some of them arn’t in to rally games. Now you have the precise why VR isn’t in the plan.

I own a Rift and i love it, but pretending all the sim having VR support is almost utopic.
VR sim racer are a niche of a niche, sad but true.

I also own a rift and love it. I think that if Codemasters continues to ignore what their competitors are doing it is going to bite them in the ass. Not only are they losing former customers who have moved to VR, they are losing any potential customers who became sim racers only after having tried VR.

If they want to play the numbers (x% of steam's playerbase), they should:

1) Refrain from implementing wheel support. Less than .13% of input devices connected to steam are steering wheels. They should simply provide controller support because it doesn't make business sense to accommodate .13% of steams user base when 91% of users have a controller. (https://www.teamvvv.com/forums/topic/valve-only-118000-wheel-players-on-steam-at-max/)

2) Refrain from modeling the inside of the vehicles while also not providing a cockpit cam. Only 5 percent of users play Codemaster racing games in cockpit view ( https://www.eurogamer.net/articles/...criticism-about-loss-of-in-car-view-in-grid-2).

Normally, the rebuttal to this argument is: "you can't compare the two, developing VR is much harder and takes more time than implementing wheel support or modeling vehicles".

Is it/does it?

1) Codemasters detail in their "admission to invertors" document that their engine is built to support VR and they have over 5 years developing VR. (http://www.codemasters.com/wp-content/uploads/2018/05/Admission-Document.pdf)

2) Almost every other sim has released VR at no cost to the player. If it is so difficult and takes so much time, why haven't the other developers charged for VR support? LiveForSpeed were one of the first to implement it and it was only one guy working on the VR implementation. Not to mention that they already know how to do it because they did it for Grid Autosport(later removed after the oculus sdk changed) and Dirt Rally 1.

For the record. I think that they are either going to sell VR as DLC for Dirt Rally 2 or not implemented it at all.

I'd like to see VR support in their F1 series as well.
 
Tough neighbourhood you live in there John! I'd suggest selling the triples and moving somewhere safer first. ;):) Also connected/monitored fire/CO2 and security systems are cheap these days - compared to sim racing gear at least!

I do understand your point though, when the kids were younger I didn't use VR or the noise cancelling headphones if they were around, too easy to miss them getting in to some mischief or calling out for help.

I like VR we have a couple of sets here but I'm not with the VR being a must have crowd. Frankly DiRT Rally was about as intense an experience as I'd want in VR and wasn't a game I played for long in VR as a result.
I have only suffered minor sexual assults whilst in VR and its possible i did them to myself.
 
VR Support would be nice. Dirt Rally does work with rift and revive but also with VorpX.
So 2.0 will likely also work with VorpX.
I for one would like to see a consistent and logical use of keyboard and mouse to navigate the UI as that is the main reason I hardly bother with codemasters titles.
 
Also surprised to see native support for SimSteering and Accuforce but nothing native (yet) for Simucube. They probably will eventually (as S397 did recently with rF2) but in the meantime I'm sure there'll be no issues binding it manually.

Regarding VR support though, if a modder can implement it for the yonks old Richard Burns Rally, surely Codies can sort it out for their brand new shiny title. Nearly 5000 people have signed a petition about it already: https://www.change.org/p/novrnobuy-...d-vr-support-for-dirt-rally-2-0-on-pc-and-ps4
From Codies' perspective, at £45 a pop, that's a shed load of potentially missed revenue...
 
You also have to consider to impact of VR on the graphic engine, look at acc right now, its hard to push 90fps with good graphic fedelity even with a 2080ti. New game have high ress texture, lighting, particelle, all crancked quite high, RBR not at all, even with graphic mod.
 
You forgot the part where both your 2D and 3D analogies can leave some people happy and some people wanting. Maff was never my strong suit...I was really good at Math, though. Here's the counter to your argument:

2D Positives compared to VR:
  • I can see my wheel, shifter, handbrake, keyboard and additional data screens and not rely on guessing and muscle memory to hit that button you rarely use to adjust something during an intense race.
  • If the house is burning down, my family is being attacked, etc...I'll likely be a little more aware than a VR user with headphones on (I use speakers).
  • With Triple Monitors setup, I have the same useful situational awareness as a VR user (i.e. yea you can look at the sky and behind the seat to your heart's content, but in a race is that really useful?)
  • No issue with vision getting fogged up over long races.
  • Much lower chance of getting nausea.
  • Slightly lower impact on PC performance.

TL: DR? Live and let live; Do what makes you happy. :)

  • If you have ever tried VR, you should know.
  • Oh man. Try VR first
  • No
  • It happens to nobody. And I'm very fat and sweaty.
  • It's different for every person. But many people get nausea on elevators, and still they're very popular.
  • Indeed. You can't play VR with a GeForce 6600 GT in 2019.
 
I'm pretty sure game developers have better knowledge and data how people play their games and when it's a bad idea and when it's not. Bottom line is if VR would be worth the time and money they would implement it. But at the moment it's not and that's why they don't support it. Simple as that.
I am sure they do, but they also want the most return for the littlest amount of work (that's business for you).
Battlefield and Call Of Duty have been doing this for years.

I don't buy (pun intended) that theory.
If the likes of RBR, Alien Isolation plus a few others can do VERY good VR in their own computer room and in their own free time, alone, then I am sure that CM could employ someone to implement it. Even if it takes them a year, what is the most it could cost (one wage for a year)? I bet its not much in respect to what they would get back.
I guess only CM know the answer and their reasoning though, but they haven't shared it.
 

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