Input Lab // LIVE

Forza Horizon 6

Input Lab

Test and understand your driving inputs. Nothing is uploaded and nothing is stored.

● Waiting for input

Input map

W
ASD
ShiftQE
Space

Drive with the keys. Nothing is uploaded.

Live telemetry

Steering0.00
-10+1
Throttle0%
Brake0%

Measured

0
0
0
Active

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Input history · last ten seconds

SteeringThrottleBrake

The diagnosis nobody else runs

Which device is first?

Another device — pedals on their own USB port, a shifter, a pad left connected — was registered first, and force feedback only goes to the first. The official remedy is to unplug devices one at a time until the wheelbase lands first. The list in the instrument above is the same answer without unplugging anything: the order your own machine reports is the order the game sees.

Symptom

The wheel steers and the motor is silent.

The slot that matters

Device 1 — the first device the game registers, and the only one force feedback is sent to.

Official remedy

Disconnect everything else, plug the wheelbase straight into the machine rather than through a hub, and check the steering input in the advanced wheel settings.

Explain this input

The same action on three devices.

Steering

Keyboard
Three states. Full left, centre, full right — nothing between them.
Controller
Continuous from -1.00 to +1.00 on one axis.
Wheel
Continuous, over whatever rotation the hardware is set to.

Related settings

  • Steering Axis Deadzone Inside
  • Steering Linearity
  • Steering Sensitivity

Throttle

Keyboard
Two states. Pressed or not.
Controller
Continuous. A trigger reports a value, not a state.
Wheel
Continuous, on its own pedal axis.

Related settings

  • Acceleration Axis Deadzone Inside
  • Acceleration Axis Deadzone Outside

Brake

Keyboard
Two states, and held past a standstill it becomes reverse.
Controller
Continuous on the left trigger.
Wheel
Continuous, and on a load cell it answers to pressure rather than travel.

Related settings

  • Deceleration Axis Deadzone Inside
  • Deceleration Axis Deadzone Outside

How few inputs can drive this game?

Fewer than any other game on this site.

Two independent controls decide how much of the driving loop is yours: which numbered layout is selected, and how much the assists are doing. Together they take the floor to 1. All Assists with the default layout leaves the right trigger alone; Layout 14 puts the whole loop on the left stick.

Assist presetControls still neededWhat the game is doing
No assists 3 Steering, braking and traction are entirely yours.
Medium (default) 3 The published default. Anti-lock braking on, standard steering, stability control on.
Assisted steering and braking 2 The game slows you into corners and damps the steering. You still steer, and you still steer around traffic.
All assists 1 Auto-steering holds the navigation line and assisted braking handles corners. Holding the throttle is enough to drive.
Layouts The same floor from the other direction: Layout 14 puts steering, throttle and brake on one stick.

How to use the Input Lab

Pick the device you actually play with, then use it. In keyboard mode just drive with the keys; in controller or wheel mode, press something on the device first — browsers deliberately hide a game device until it has been used, so a connected pad nobody has touched genuinely does not exist yet as far as any web page is concerned.

Keyboard input testing

Watch the distinct-values counter while you steer. It will reach three and stop: full left, centre, full right. That is not a fault in the keyboard or in this page — it is the reason a keyboard is harder to be smooth with in a racing game, stated as a measurement rather than as an opinion.

Controller input testing

The number to look at first is the resting drift, because it is reported in the same units the game’s deadzone settings use. A stick that rests at four per cent will keep pulling input focus away from your keyboard, and it is the one case where a centre deadzone is the right answer rather than a habit. Take your hands off the device entirely for a few seconds before reading it.

Understanding deadzones

This game exposes an inside and an outside deadzone on five separate axes — steering, acceleration, deceleration, clutch and handbrake. Inside is how far the control moves before anything happens; outside is how much of the far end stops being read. The inside value has one honest purpose, which is to ignore a control that reports movement at rest. Setting it by taste costs precision in the middle of the range, where almost all of the driving happens.

Understanding steering input

A wheel and a stick both report a continuous position, but they do not report the same thing: a stick returns to centre by spring and a wheel is turned back by you, which is why the game’s centring and damping controls exist for one and not the other. The reach figure above tells you how much of the available travel you actually used — a number that frequently surprises people whose wheel is set to a rotation far wider than they turn.