Wheel // GUIDE 03

FH6 / Input guide 03

Racing wheel setup & calibration

Sixty tested devices with the partial-support marks nobody reproduces, twenty-six advanced settings, and the device-order rule that explains a silent motor on a working wheel.

12 min read · Reviewed 2026-09-21

Select your wheel

60 devices, and 18 of them only partly work.

The distinction that matters is not supported versus unsupported. Partial means something like the motor working while the button mappings are absent, which is a very different evening. 18 models are marked as waiting on further support and 7 are legacy, which is why this table carries a date rather than presenting itself as permanent.

Every tested device

60 of 60

The publisher's own list. Partial means something like force feedback working while the button mappings are absent — which is the distinction every summary of this table drops.

Model
Brand
PC
Xbox
Note
G PROLogitechFullFull
RS50LogitechFullFull
G923LogitechFullFull
G920 Driving ForceLogitechFullFull
G29 Driving ForceLogitechFull—
G27LogitechFull—Legacy.
G25LogitechFull—Legacy.
Driving Force GTLogitechFull—Legacy.
MomoLogitechFull—Legacy. Not compatible with the Steam release.
T98 Ferrari 296 GTSThrustmasterPartialPartialFurther support announced.
T98 Ferrari 296 GTBThrustmasterPartial—Further support announced.
T598ThrustmasterPartialPartialFurther support announced.
T248ThrustmasterFullFull
T128ThrustmasterPartialPartialFurther support announced.
T-GT IIThrustmasterPartial—Further support announced.
TS-XWThrustmasterFullFull
T-GTThrustmasterFull—
TS-PCThrustmasterFull—
TMX Force FeedbackThrustmasterFullFull
T150 RSThrustmasterFullFull
T300 RSThrustmasterFull—
Ferrari 458 SpiderThrustmaster—Full
TX Racing WheelThrustmasterFullFullCovers the 458, Leather, 599XX, F1 and GTE versions. They share one hardware identifier, so the game defaults to the 458 edition — select your model by hand or the buttons map wrongly.
T500 RSThrustmasterFull—
Podium DD2FanatecFullFullWheelbase.
Podium DD1FanatecFullFullWheelbase.
GT DD ExtremeFanatecPartialPartialFurther support announced. Wheelbase.
GT DD ProFanatecFullFullWheelbase.
CSL DDFanatecFullFullWheelbase.
ClubSport DD+FanatecPartialPartialFurther support announced. Wheelbase.
CSL Elite (PS4)FanatecFullFullWheelbase.
CSL EliteFanatecFullFullWheelbase.
ClubSport V2 / V2.5FanatecFullFullWheelbase.
ClubSport V1FanatecFullFullWheelbase.
CSRFanatecFullFullLegacy. Wheelbase.
CSL Elite McLaren GT3 V1 / V2FanatecFullFullRim.
ClubSport Formula V2FanatecFullFullRim.
BMW M3 GT2FanatecFullFullRim.
CSL P1 X / CSL Elite WRCFanatecFullFullRim.
CSL P1 / CSL P1 XFanatecFullFullRim.
Porsche 918 RimFanatecFullFullRim.
Formula RimFanatecFullFullRim.
Universal Hub for Xbox V1 / V2FanatecFullFullHub.
Universal HubFanatecFullFullHub.
Porsche 911 GT3 RSFanatecFull—Legacy. Rim.
R21MOZAPartial—Further support announced.
R16MOZAPartial—Further support announced.
R12MOZAPartial—Further support announced.
R9MOZAPartial—Further support announced.
R5MOZAPartial—Further support announced.
R3MOZAPartialPartialFurther support announced.
RS PureNaconPartialPartialFurther support announced.
VelocityOne Race KD3Turtle BeachPartialPartialFurther support announced.
VelocityOne RaceTurtle BeachPartialPartialFurther support announced.
Racer WirelessTurtle BeachPartialPartialFurther support announced.
Force Feedback DLXHORIFullFull
Overdrive SeriesHORIFullFull
APEXHORIPartial—Further support announced.
Overdrive Xbox OneHORIFullFull
Pro Racing Force FeedbackMad CatzFullFullLegacy.

Setup flow

Six steps, in this order.

  1. 01

    Connect

    Wheelbase straight into the machine, not through a hub. Everything else unplugged for now — the next step explains why that order matters.

  2. 02

    Check the order

    Force feedback is sent only to the device the game registers first. Read your own device order before adding pedals or a shifter back.

  3. 03

    Calibrate

    Set rotation in the wheel’s own driver, and leave the in-game steering sensitivity alone unless the hardware offers no rotation control of its own. Changing both is what produces erratic steering.

  4. 04

    Pedals

    Inside deadzones stay at zero unless the game reads pedal input with your foot off. Outside deadzones stay at zero unless full travel is not reaching full input.

  5. 05

    Force feedback

    Start at the defaults and change one control at a time. The default force feedback scale is chosen not to clip; raising it trades detail in fast corners for weight.

  6. 06

    Test

    Drive one car on one road and change nothing else. A setting judged against a different car is a setting judged against two variables.

Device 1 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. 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.

Force feedback

Where the force comes from, in order.

  1. 01

    The car

    Suspension geometry, mass, downforce and cornering load produce a real steering torque.

  2. 02

    Force feedback scale

    Scales everything the motor is asked to produce, including spring and damper.

  3. 03

    Trail and road feel

    Mechanical trail is the fixed lever arm; road feel is the fast surface detail; load sensitivity is the band between them.

  4. 04

    Damper and centre spring

    Resistance to movement, and the pull back to centre. Both fade as the tyres work, so the tyres stay audible.

  5. 05

    Your wheelbase

    Whatever torque the hardware can actually deliver. Above that ceiling every force feels identical.

  6. 06

    Your hands

    The only place any of it is judged.

Steering assists Normal and Simulation steering differ mostly in layers that shape the input before it reaches the car. Those layers are off for a wheel either way, so the choice means far less here than it does on a pad — and advice written for a pad does not carry across.

Settings matrix

All 26, with what each one changes.

No starting value is printed unless the publisher published one. The neutral column is where that exists and is blank where it does not, which is more useful than a number somebody guessed.

Steering axis

SettingWhat it changesNeutral
Steering Axis Deadzone Inside How far the wheel turns from centre before the car starts to turn at all. Zero, unless holding a straight line is a problem.
Steering Axis Deadzone Outside How much of the far end of the wheel travel the game stops reading. —
Steering Axis Invert Flips which way the car turns for a given direction of wheel movement. —

Pedals

SettingWhat it changesNeutral
Acceleration Axis Deadzone Inside How far the throttle travels before the car starts pulling. —
Acceleration Axis Deadzone Outside How near the end of the throttle travel counts as full throttle. —
Acceleration Axis Invert Flips the direction of the throttle axis. Needed by some pedal sets that report backwards. —
Deceleration Axis Deadzone Inside How far the brake travels before it starts slowing the car. —
Deceleration Axis Deadzone Outside How near the end of the brake travel counts as maximum braking. —
Deceleration Axis Invert Flips the direction of the brake axis. —
Clutch Axis Deadzone Inside How far the clutch travels before it begins to disengage. —
Clutch Axis Deadzone Outside How near the end of clutch travel counts as fully disengaged. —
Clutch Axis Invert Flips the direction of the clutch axis. —
Handbrake Axis Deadzone Inside How far a handbrake lever moves before it starts to bite. —
Handbrake Axis Deadzone Outside How near the end of handbrake travel counts as fully applied. —
Handbrake Axis Invert Flips the direction of the handbrake axis. —

Force feedback

SettingWhat it changesNeutral
Vibration Scale How strong the buzz is. In this game vibration is a message — tyres being overworked, or a collision — and it is separate from the forces that come from the road. —
Force Feedback Scale The overall strength of everything the motor sends, including the centring spring and the damper. The default is chosen not to clip. Raising it trades fidelity for weight.
Center Spring Scale How hard the wheel is pulled back to centre. The game already fades this out as speed and cornering load rise, so that the tyres can be felt instead. —
Wheel Damper Scale Resistance to movement — friction rather than force. It is dynamic and eases off as the tyres slip so detail survives. Direct-drive wheels generally want some. Gear and belt wheels with less built-in torque generally want very little.
Mechanical Trail Scale Scales the fixed lever arm built into the suspension geometry — the part of the steering feel that comes from caster rather than from the tyre. —
Force Feedback Minimum Force doc error Named as a floor for small forces — the control that lifts quiet detail above a motor's own stiction so it can be felt at all. —
Road Feel Scale doc error Scales the fast, high-frequency forces that come from the road surface — kerbs, bumps, texture — while leaving the slow forces that carry cornering load alone. —
Load Sensitivity doc error Scales the middle band — elevation changes, bounces and oscillations in the aligning torque. —
Invert Force Feedback Reverses the motor direction. Needed by some hardware; the symptom is a wheel that pulls into the corner instead of resisting you. —

Steering ratio

SettingWhat it changesNeutral
Steering Sensitivity Changes the steering ratio — how many degrees of wheel turn the car's front wheels need. The publisher calls this one of the two most misunderstood settings it ships. Set rotation in the wheel's own driver and leave this alone, unless the hardware offers no rotation control of its own. Changing both is what produces steering that behaves erratically.
Steering Linearity Bends the curve between the wheel's position and the car's steering. Full lock still reaches full lock either way; only the shape in between moves. 50 is a straight line.

Corrections

Three things the official reference gets wrong.

Checking a publisher’s own documentation is the highest-yield habit this site has, and it paid again here. Two of these are typographic and one is not.

Force Feedback Minimum Force

The publisher documents this heading with the description of pneumatic trail scaling — the moving lever arm of a deforming tyre, which is what makes understeer and lock-up felt. The two controls do opposite jobs, and the page gives no way to tell which of the name and the paragraph is the mistake. Change it one notch at a time and judge by what the wheel does.

Road Feel Scale

Printed as "Road Feed Scale" in the publisher's reference.

Load Sensitivity

Printed as "Load Senstitivity" in the publisher's reference.

The silent motor

The most common wheel problem in this game is not a setting. Force feedback is sent to whichever device the game registers first, and a pedal set on its own USB port, a shifter, or a controller left connected can take that slot. The wheel still steers perfectly, and the motor does nothing.

Everything about that failure looks like a broken force feedback setting, which is why it is searched for as one. The fix is an ordering fix: disconnect everything else, connect the wheelbase directly rather than through a hub, and confirm the steering input responds before adding anything back.

Partial is not a footnote

The publisher’s device table marks some models as partially supported, and defines the term itself: the motor may work while the button mappings are absent. Seventeen models carry a note that further support is coming.

That distinction is the single most useful thing in the table and it is the first thing every summary of it drops. A brand list that says “supported” where the real answer is “the wheel works and none of the buttons do” is worse than no list.

One change at a time

The advice that survives contact with a wheel is boring and it is the publisher’s own: start at the defaults, in the game and in the wheel’s software, and change one control at a time. Force feedback controls interact — raising the overall scale can push forces past what the hardware can deliver, at which point everything above that ceiling feels identical and detail disappears from exactly the corners you were trying to feel.

Rotation belongs to the driver, not the game

Set the degrees of rotation in your wheel’s own driver and leave the in-game steering sensitivity alone unless the hardware gives you no rotation control at all. Changing both is the most reliable way to end up with steering that behaves differently in every car, and it is the mistake the publisher singles out.