Virtual Driver's Ed.
A Beginner's Guide to Steering Wheel Controllers
By Richard Leader
Like most children of the 1980s, I was held in awe of one game at
the local arcade: Sega's Outrun. Bucking the then contemporary
trend of over-head racing games, Outrun brought 3D graphics, a sit-down
booth that rumbled along with the virtual road, and a shiny steering
wheel that no kid could resist. Unfortunately, few kids could afford
the four quarters per play and the game spent most of its life in
demo mode--but on a rare occasion, an adult took the wheel and the
whole arcade craned to get a look at the action.
Today, even though I know next to nothing about cars, live as a
pedestrian, and could care less about NASCAR, driving fast in a virtual
world still has a profound appeal to me--especially if there is a
shiny steering wheel involved. As Gran Turismo 3 for the Playstation
2 has reached "killer-app" status (a phrase that denotes
that many owners of the platform bought it specifically to play the
particular game title) videogame racing is closing in on the mainstream
and more casual gamers are pondering the merits of investing in a
wheel controller for their systems.
While there are more options available console owners, many of them
are not as appealing as they seem at first glance. Companies such
as Radica are offering wheels that are held in both hands (as opposed
to being mounted) for both the Playstation 2 and the Xbox, where only
half of the wheel rotates, turning inside the other half, while the
other hand holds it steady. Not only are these scarcely more accurate
for racing games than the analog sticks now included with standard
control pads, they are a good deal more tiring to use because of their
bulk and weight. But they sure are cute.

Handheld Wheels for the Playstation 2 and Xbox
Other console-only wheels take account of your probable position
of being seated on the couch or the floor and mount the wheel on a
base that you actually sit on, straddling it with your thighs to keep
it in position--though these are problematic in that they often are
not the right size for many users, either positioning the wheel too
high, low, or even to close to you to be comfortable.
On the other hand, the best and currently most popular among console
gamers are wheels that have their roots in the PC world. Being that
the console market dwarves that of the PC, manufactures would be foolish
not to provide console adapters for or with their units.
However, the physical realities of their origin often make their
use problematic for console gamers: cords designed for a desktop environment
are not nearly long enough for the living room and the clamps designed
to attach the wheel to a desk or table are of precious little use
to someone sitting on a couch or floor. When users are seated as such,
the foot pedals are often set at an angle that will push them away
from you rather than accelerating or braking. Still, these wheels
offer the best driving experience and many gamers are improvising
ways to make them work in their home.
There are two kinds of PC wheel controllers that are generally used
today, spring-loaded and force-feedback, the latter typically being
the more expensive or advanced models--but both have their advantages
despite a hefty price tag or lack thereof.

The NASCAR Pro Digital 2 by Thrustmaster
is of spring-loaded design, note the clamps on
either side for securing it to a table.
Spring-loaded wheels, as their name implies, use springs to supply
the tension on the wheel. The further you turn the wheel, the more
pressure that builds and the harder it is to turn--giving a vaguely
realistic feel to it. Because of the nature of the springs, these
wheels are limited in how far they can be rotated, usually supplying
just over 180 degrees of rotation (meaning a bit more than half a
turn in either direction).
Force feedback wheels use a wider variety of mechanisms than their
spring-loaded counterparts. Most force feedback wheels use a series
of gears, usually made of plastic, though some of the more expensive
ones employ metal ones, providing a crisper and more durable feel.
Some models, the most expensive and elite, also use steel cables to
supply the tension in a uniform fashion (much like the spring loaded
ones do) as the gear models tend to feel "gritty" to some
degree, especially when turned quickly in one direction and then the
other. These steel cables can also be found in some of the older more
basic force feedback models that were built prior to the gear system
catching on. These are great units that can often be had for a bargain
price, but their life cycle is nearing an end. Rather than USB, they
have serial port connections which are not only harder to set up on
current computers, are being phased out entirely on future mainboards.
Force feedback models usually have a somewhat greater range of motion
than their cheaper spring-loaded siblings. The most expensive models
have even more--some approaching 270 degrees of rotation, nearly allowing
for realistic hand-over-hand steering.

The Microsoft Sidewinder Force Feedback
uses a single central clamp for mounting.
Many people are under the impression that force feedback is all about
special effects--and manufacturers and retailers go to great length
to cultivate that perception. Most computer superstores have powered
in-store display units where people can press different buttons to
make the wheel shudder and jerk violently. While such effects might
be a guaranteed crowd pleaser, it is not what force feedback is about.
At heart, force feedback is a way of conveying game information back
to the user which gamers do not normally receive during play, as we
are usually focused on audio and video cues. In racing games, the
most important information is not the texture of the road or vibration
of the engine (which would largely fall under the heading "special
effects") but the grip of the tires on the road and the inertia
of the car's weight. Simply put, the more control you have over the
car, the harder it will be to turn the wheel. The less control you
have over the car, due to speed, weight conditions (which occur during
braking as the inertia of the car shifts), and even the quality of
the virtual road--the less resistance the steering wheel will provide,
spinning freely, or in some cases (often due to damage) favoring one
side and drift left or right on its own, requiring additional input
from the user to "correct" for it.
While those interested in exact mechanics might find nirvana in that
additional information, many expert virtual drivers find it unnecessary
and distracting as they can judge how their car will react from visual
and audio cues alone. Force feedback wheels can sometimes behave unpredictably
or hinder your ability to successfully navigate a course (sometimes
deservedly so, making it more realistic) so for many elite gamers
who compete in races online against other humans, the less complicated
spring-loaded wheels are actually preferable when winning is everything.
On the other hand, the special effects that force feedback provides
are indeed crowd pleasers. These effects are created by ratcheting
the wheel left or right. Whether this ratcheting is fast or slow can
give the appearance of a myriad of overlapping effects, such as the
texture of a bumpy dirt road, violent collisions, or even the low
vibration of "engine volume." It is rather amusing to pump
the gas pedal at the starting line and feel a surge come up through
the wheel--though if employed too strongly, this effect can lead to
bodily strain and fatigue, as if you had just held onto a jackhammer
for a few minutes.
Indeed, there have even been lawsuits and articles in the NY Times
over the health hazards associated with vibrating video game controllers,
though usually concerning the less complex "Dual Shock"
game-pads for the Playstation 2 which are most often used for greater
periods of time and by children. A few spring-loaded wheels have vibration
mechanisms built in, but these should neither be confused with force
feedback as not only is just one "effect" implemented, it
is done in a very rudimentary fashion--whether this is an asset to
a spring-loaded unit is merely personal preference.
The strength of force feedback wheels are also their weakness. No
two games will react the same way with the wheel and the software
drivers for it will often be in competition with the games themselves.
This is especially evident in the auto-centering feature. While spring-loaded
wheels will return to their center position if you let go of them,
force feedback wheels will not unless they are instructed to--in fact,
if the force feedback is turned off, the wheel will just turn like
the cheep piece of plastic it is, offering no resistance at all. The
strength of the auto-center (or whether it is turned on at all) can
be set in the software drivers for most wheels. However, many games
also have an internal setting for auto-center, and for these, to prevent
the two settings from competing, it is often necessary to disable
it on the software driver side.
Because of this, you are often at the mercy of how well your games
implement force feedback effects. Some, such as Need for Speed:
Porsche Unleashed (which, despite its age, sadly remains the best
playing and looking choice for the amateur driver) offer innumerable
sliders for specific force feedback effects such as road texture,
collisions, stick volume, engine volume, and more, each of which have
to be adjusted and tweaked. On the other hand, some games like Driver
offer little more than a switch to turn force feedback on. These games
often offer dramatic collision effects that are much more viscerally
satisfying than their more complicated siblings, but have a tendency
to have such a strong auto-center that it often feels like you are
driving through mud, even when the game is set on city streets.

Need for Speed: Porsche Unleashed
Force feedback wheels are among the most complicated of gaming peripherals
and users need to be willing to learn the various terms involved with
setting up and tweaking them for use--because failing that, they are
much less useful than the more simple spring-loaded models once the
novelty of a controller that vibrates wears off.
Important concepts must be learned and understood, such as the size
of the "dead zone" (the area measured in degrees that you
can rotate the wheel left or right without it registering as input)
and different kinds of axis (the gas and brake can be mapped onto
a single axis, so that only input from one pedal is used at any one
time, or for a more realistic effect, many wheels allow them to work
simultaneously). It is by no means rocket-science, but it is not exactly
plug-and-play, either--you have to do your homework.
When shopping for a wheel it is important to first know exactly what
you are looking for and how much you are willing to pay. Only then
can you decide between the competing brands and models, which roughly
correspond with each other in terms of features and price as the market
for them has been stabilized for some time.
Spring-loaded wheels usually retail for $30-60, though it would seldom
make sense to purchase ones towards the higher end of the spectrum,
as the mainstream force feedback wheels usually run $70-110. The most
expensive force feedback wheels, that feature the superior steel cables,
unnecessary luxuries such as leather covers, and even options for
expandability (such as a clutch pedal and stick shifters with custom
gear arrangements) start at $170 and quickly grow much more expensive
after that.
Those prices can seem like a pretty steep investment for the casual
gamer, but do not be put off--wheel controllers are the ultimate sale
item--not only are their prices severely slashed around the usual
holidays (usually dropping a model from the top of the above price-ranges
to the very bottom), but last year's models are often sold at discount
stores and online for less than half the price of the contemporary
models. These older models largely offer the same functionality, but
lack some of the aesthetic improvements that have been made in the
current crop.
Aesthetic improvements are not as intuitive as you might think. Older
models tend to be much more visually appealing than the newer; the
wheel often using multiple materials in its surface construction,
such as three (hand-sized) rubberized grips placed 120 degrees apart
on the wheel, the interstitial sections composed of smooth plastic.
Though only a moderate irritant, if you prefer your hands in positions
considered to be nonstandard by the manufacturer, or practice hand-over-hand
steering, the skin of your hands will often rest on two different
materials of staggeringly different properties--typically joined with
a rough seam.
In fact, some wheels such as the popular Microsoft Sidewinder Force
Feedback have molded hand grips built into the "3 and 9 o'clock"
positions, all but forcing you to use them. These assume that you
will not be making full use of the wheel's range of motion but will
have the software drivers adjusted to a very high sensitivity--meaning
that it would be possible to turn a game vehicle 360 degrees using
just 45 degrees of movement to the left or right with the wheel (the
furthest it is comfortable to turn the wheel without removing either
hand from it). While this might be ideal for F1 racing games, casual
gamers who tend to be more interested in street cars where steering
wheels have more "play" will likely keep the software driver's
sensitivity at a much lower setting, making the presence of molded
handgrips a slight nuisance rather than an asset.
Several manufacturers who provided tripartite grips in the past are
now rubberizing the entire wheel surface, for a uniform grip. They
might not be as flashy looking, but they are far more comfortable
and are seldom ugly (save for a few models that come in beige--though
black ones are more likely to show visible signs of dust which is
troublesome to remove from the tacky surface).
While a myriad of buttons might look like an attractive feature in
a wheel controller, the very nature of games (races do not usually
take place on event free and straight sections of track) keeps them
from being as useful as they might seem. Even if you remember what
function the middle button in the left hand row (of three) is supposed
to accomplish, it is often hard to press it while executing a sharp
turn, as your hands have shifted to nonstandard positions (or rather,
the wheel is in a non-standard position relative to your hands) meaning
you might have to press the button with your opposite hand--if you
can even find it before the situation calling for pressing it is resolved!
"Hat switch" buttons are small "nubs" that can
be rocked in four or even eight directions to form an equivalent number
of individual buttons "in one," such as the ones found on
Thrustmaster's NASCAR branded wheels, are especially problematic.
Not only do you have the problems with them listed above, but the
direction that they must be pushed for the desired effect changes
when the wheel is rotated.
Wheels that are marketed especially for console use often have game-pads
built into their construction, which theoretically allow you to navigate
menus without the use of the keyboard before play, but suffer the
same drawbacks in the game.
Other features that potential buyers should get a feel for (taking
advantage of in-store display units, if possible) are the shifting
mechanisms. Most wheels today have "butterfly" style F1
shifters on the back side of the wheel, one falling under each of
your index fingers. Different models implement this in various ways.
Some, like the Microsoft Sidewinder Force Feedback, merely have little
nubs that click at the slightest press, while others have large wings
(hence the "butterfly" name) that allow them to actually
spin around your fingers where you have to reach out and grab them
to shift. Though some models that use the latter can be obtrusive
and run into your knuckles, the latest revision of the Thrustmaster
NASCAR line rectified that problem, giving you more finger room--so
it really comes down to personal preference. Some wheels offer an
additional stick shifting mechanism as well, but these are merely
switches that can be rocked in two directions (they are often referred
to as "tiptronic" shifters) that add two additional "buttons"
to the controller.
The pedals and their housing platform deserve inspection as well.
Some models have nearly identical looking gas and brake pedals, while
others may physically look different yet require the same amount of
pressure to activate--a botch in realism as far as many gamers are
concerned. The relative amount of pressure each pedal requires can
often be examined in stores. Pedals of various models also offer differing
levels of sensitivity (some might be able to discern between 10 specific
levels of pressure, and some several times that amount) though this
information is rarely readily available to consumers and is often
dependant more upon the software drivers than the actual construction
of the pedals themselves. Heavier pedal bases are less likely to allow
them to be pushed away from you during use, as are ones longer than
they are wide.
All in all, the pedals will actually be the most used and enjoyed
part of your wheel controller, as they will always be there under
your feet; the accessory you never knew you needed. Whether you are
using a word processor or even just browsing the web, having two pedals
under your feet is always a welcome diversion--often worth the money
even if you do not intend to use the included steering wheel at all.
I could go into how they relieve stress or promote physical well being
by maintaining blood flow in your feet, but it is probably best not
to play armchair physician and just say: pedals just rock!
It is also important to take note of the mounting mechanisms different
wheels use, there being two basic systems employed by the majority
of units. Many have a C-clamp on either side of the wheel's base,
which can be closed around the table surface, and then torqued up
with a screw until the connection is firm. Although extremely sturdy,
these clamps can take a minute or so to screw in when setting up or
taking down the wheel. This does tend to curb impulse play and prolong
your sessions once they are set up. Being that there are two clamps
on either side of your legs, wheels that make use of this style of
mounting system are often uncomfortable or completely unusable for
physically larger gamers.
The other mounting system uses as single clamp that is centrally
located, which is usually screwed tight from the bottom, rather than
the top. Although the connection is not quite as sturdy, it is by
and large sufficient, and certainly made up for by the shorter setup
time. Being that the clamp is in the center of the unit, depending
on your table and chair height, it might block your leg from traversing
from one side to the other--forcing you to put the pedal housing further
to one side or another than you like, lest you be unable to move your
right foot over to the brake.
Investing in a wheel controller is not for everyone. Even then, the
urge to splurge on more than you might need is particularly strong
because of the exotic nature of the purchase. While this guide might
not be as specifically useful as individual product reviews (which
you should certainly consult before deciding on a brand or model),
these broad outlines will help you determine your own individual needs
and preferences before taking the next step. Good luck.