Genius speed wheel force feedback driver




















For more information, see UI Navigation Device. The button values are read from the Buttons property of the RacingWheelReading structure. Because this property is a bitfield, bitwise masking is used to isolate the value of the button that you're interested in. The button is pressed down when the corresponding bit is set; otherwise, it's released up. Sometimes you might want to determine when a button transitions from pressed to released or released to pressed, whether multiple buttons are pressed or released, or if a set of buttons are arranged in a particular way—some pressed, some not.

For information on how to detect these conditions, see Detecting button transitions and Detecting complex button arrangements. The steering wheel is a required control that provides an analog reading between A value of The value of the steering wheel is read from the Wheel property of the RacingWheelReading structure.

Although wheel readings correspond to different degrees of physical rotation in the actual wheel depending on the range of rotation supported by the physical racing wheel, you don't usually want to scale the wheel readings; wheels that support greater degrees of rotation just provide greater precision. The throttle and brake are required controls that each provide analog readings between 0.

The value of the throttle control is read from the Throttle property of the RacingWheelReading struct; the value of the brake control is read from the Brake property. The handbrake and clutch are optional controls that each provide analog readings between 0.

The value of the handbrake control is read from the Handbrake property of the RacingWheelReading struct; the value of the clutch control is read from the Clutch property. The pattern shifter is an optional control that provides a digital reading between -1 and MaxPatternShifterGear represented as a signed integer value. A value of -1 or 0 correspond to the reverse and neutral gears, respectively; increasingly positive values correspond to greater forward gears up to MaxPatternShifterGear , inclusive.

The pattern shifter, where supported, exists alongside the required Previous Gear and Next Gear buttons which also affect the current gear of the player's car. A simple strategy for unifying these inputs where both are present is to ignore the pattern shifter and clutch when a player chooses an automatic transmission for their car, and to ignore the Previous and Next Gear buttons when a player chooses a manual transmission for their car only if their racing wheel is equipped with a pattern shifter control.

You can implement a different unification strategy if this isn't suitable for your game. The InputInterfacingUWP sample github demonstrates how to use racing wheels and different kinds of input devices in tandem, as well as how these input devices behave as UI navigation controllers.

Many racing wheels have force feedback capability to provide a more immersive and challenging driving experience. Racing wheels that support force feedback are typically equipped with a single motor that applies force to the steering wheel along a single axis, the axis of wheel rotation. ForceFeedback namespace. The force feedback APIs are capable of supporting several axes of force, but no Xbox One racing wheel currently supports any feedback axis other than that of wheel rotation.

These sections describe the basics of programming force feedback effects for Xbox One racing wheels. Feedback is applied using effects, which are first loaded onto the force feedback device and then can be started, paused, resumed, and stopped in a manner similar to sound effects; however, you must first determine the feedback capabilities of the racing wheel.

Force feedback isn't supported if WheelMotor is null ; otherwise, force feedback is supported and you can proceed to determine the specific feedback capabilities of the motor, such as the axes it can affect. Force feedback effects are loaded onto the feedback device where they are "played" autonomously at the command of your game. A number of basic effects are provided; custom effects can be created through a class that implements the IForceFeedbackEffect interface. Once loaded, effects can all be started, paused, resumed, and stopped synchronously by calling functions on the WheelMotor property of the racing wheel, or individually by calling functions on the feedback effect itself.

Typically, you should load all the effects that you want to use onto the feedback device before gameplay begins and then use their respective SetParameters functions to update the effects as gameplay progresses. I've never been a fan of racing games even though I'm sick of cars. After I opened the giant box I expected something very big, at least like the parallel steering system of Microsoft Office.

But no, Genius decided to make fun here, steering wheel and pedals smaller than those of Mikosoft. What's in the box? After a little admiration of the huge red box, I decided to open it to see what was coming inside it:.

As you can see, nothing special, the booklet is a fairly simple booklet and it provides only the minimum on the steering system in black and white and in 9 different languages…. Installation: Installation of the steering wheel is very simple and takes five to ten minutes, behind the wheel there are two inputs, pedals and electricity.

Of course you can also choose how to connect the steering wheel to the computer, through the inlet USB Or through the serial port entry, I connected through the USB , He's never been in my room so it's time…. After I put everything in place, it was time to install the drivers, but alas, the disk that comes with the system only has drivers for Win9X.

After a tiny search on the Genius site I found the craving drivers, but alas again, they are beta! I think a big and well-known company like Genius should know that it's just a crime to create beta drivers for WinXP today! The steering wheel and foot pedals of the Speed Wheel 6 MT are slip-resistant for optimal performance in grueling endurance races.

The two c-clamps can adjust to fit a wide variety of tables and desks. One c-clamp on each side ensures a sturdy and solid connection that won't rattle or budge.

The driving wheel of the Speed Wheel 6 MT features a racy red and black design, while the rear of the racing wheel resembles a tire and shiny rim.



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