Similarly, Lando Norris, another Formula 1 sensation, credits his early success in karting to countless hours spent honing his craft in simulators. Norris's seamless transition from virtual racing to becoming a podium finisher in Formula 1 highlights the symbiotic relationship between simracing and real-world motorsport, where virtual experience lays the foundation for real-world success.
Beyond Formula 1, the influence of simracing extends to other disciplines of motorsport as well. The likes of GT Academy graduates Lucas Ordóñez and Jann Mardenborough (featured in the Gran Turismo movie) have showcased the potential of virtual racing in unearthing hidden talents and providing a viable pathway to professional racing careers.
Simracing has emerged as a transformative force in the world of motorsport, democratizing access to racing and providing a platform for aspiring talents to showcase their skills. The success stories of drivers like Max Verstappen, Lando Norris, and others underscore the pivotal role of simulators in nurturing and refining the next generation of racing superstars. As technology continues to advance and virtual racing platforms evolve, the line between the virtual and real-world racing will continue to blur, paving the way for a new era of motorsport where talent knows no boundaries.
That change is costly, so it took time to transition the manufacturing processes as well as the electronics and software needed to run the screen reliably. If the wheel malfunctions or the display goes dark during a race in a modern F1 car, it is pretty much the end of the race - a far cry from the 90s and 2000s F1. You do not need to look far to find multiple such failures - Max Verstappen's Redbull in the 2021 Turkish Gran Prix for example.
Throughout the design process, a multitude of individuals from various departments within the company, including designers, electronics engineers, systems engineers, trackside engineers, and the drivers themselves, collaborated to create a bespoke solution tailored to the needs of both drivers for the current season.
This new design ensures that the dashboard remains visible to the driver at all times, even during high-speed corners, allowing for quick reference to switch settings. The ergonomic layout of the wheel features strategically placed buttons, enabling the driver to access controls effortlessly with a thumb movement. Rotaries and switches located on the wheel allow for on-the-fly adjustments to various car settings, enhancing performance corner by corner and lap after lap.
Additionally, the back of the wheel features important components such as paddles for starts and toggles for specific corner setups, catering to individual driver preferences. Each driver receives a customized wheel with unique button configurations and LED lights tailored to their preferences, ensuring optimal comfort and functionality.
While the wedge shape does not look as pleasing as most other F1 wheels, the logic is clear - less material, less weight and more handling space for the drivers. It is often overlooked how tight the space actually is for drivers hands - there are even tiny cutouts on the cockpit cover so the hands can move out when the wheel is turned more than just a few degrees.
A significant aspect of the design process was ensuring that the wheel provided a comfortable grip for the drivers, achieved through bespoke grip moldings. This also was a driving factor for us to use molded grips on our F1L Series 2 wheel. While leather and Alcantara wrapped grips look and feel wonderful, the complexity of the grip shape makes a wrinkle free and seamfree covering with such materials simply not possible.
Overall, a considerable amount of effort has been invested in the development of this new wheel, and even as one of the smaller teams, the efforts and finances for such a team cannot be understated. So we are looking forward to see Williams Racing in action on the track and climb up the mid field for 2024.
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Ask any simmer and they will tell you, racing online can consume you and allow you to drive different cars and experience the thrill of racing for a fraction of the cost of the real thing. But how close do you want to get to that? Personally I am a VR envangelist and being immersed in the race, looking around the car as if I was sitting in it, being able to spot my opponents left and right of me without having to rely on the on-screen radar is priceless. Or is it?
Well there is a price and that is you will at first not be able to bring the same lap times and consistency to the track. Racing in VR requires a lot of practice as it really changes the point of view and how your brain reacts to feeling that immersed in the race. Whats more, if you go even further with realism, you will likley be looking at adding a full motion system to your rig, at which point it is near certain that your laptimes will suffer. That is not to say you cannot be as fast, it just takes practice and a different approach when eg. looking for your optimal brake marker. But I will be the first to admit, if you want knife edge precision, turn off or dial down all motion, reduce force feedback on your wheel to absolute minimum and you will be faster, if not more consistent.
You might think then triples are the ideal compromise: You get the necessary peripheral vision for seeing your oponents, added immersion and effectively you are still using regular screens. Right? Not so fast my young Schumacher! Triples come with their own issues which might make you look at VR again. 3 monitors plus the mount and space for those come at a considerable cost. You most likely will be adding another 300 to 400 per monitor plus the mounts to your bill, quickly adding up to well over 1200 or more GBP. Where as a Meta Quest 3 can now be had for 479GBP and you are ready to go without any additional hardware or space needed. Also if you are on consoles you have no triple options (no console supports triples or ultra wides) so you can only go for the PSVR2. That however is worth trying out. The amount of detail that Polyphony has put into that game shines in VR like nothing else. I would go as far to say that GT7 is a system seller for the PS5 as well as the PSVR2.
Yes there is that pesky little detail people keep forgetting: More screens (and in VR thats true too since you have to work with 2 screens, one per eye) means more pixel pushing power needed. Not an issue for console racers of course as the PSVR2 is made for the PS5 but for most of the PC masterrace, get ready to either dial down a lot of details or shell out for that 40 series RTX or a newer AMD. If your PC already sounds like its going to catch fire at 4K, you should stick to flat screens and then it might make even sense to look into a curved ultrawide instead, assuming your current GPU is capable enough for that. For VR you generally will need a bit more power but your milage may vary as this also comes down to the resolution you want to use your triples at. In both cases you can always steer away from the native resolution but with that you will of course lose crispness when looking at distant brake markers or oponents on track.
You will have to work to get the field of view right in both cases, triples as well as VR. For triples using tools such as Nvidia Surround or AMD Affinity make that easier although you can also manually adjust XML files. In VR it varies but will also require some work to get it right for each game. However, no VR headset at the time of writing this, can offer the 160-180 degrees that you would be required to see from within a helmet (180 degrees for FIA compliance). You also wont get that with a ultra wide but with triples you can get 160 degrees comfortably. The issue here is the angling of the screens and the bezels. There are bezel elimination kits (and DIY solutions using LCD diffusion lenses from old monitors) but to get those aligned to just the right angle and to fit your monitors is an art to itself. Do not be fooled by Youtubers who have a Gopro strapped to their head, filming their POV and making it look seamless. Here the reality is that VR beats anything you can achieve with triples because its immersion you want, not the actual advantage of a tru to life FOV.
There is no denying that wearing something on your head for extended periods of time requires you to be comfortable with it. But if you are used to wearing a race helmet, a VR headset in comparison is a featherweight and providing that you use a well balanced and adjustable headmount (yes we happen to offer those as well) you can do hour long stints without an issue. I often argue that my focus is much higher as I am completely immersed, with no distractions in my peripheral vision. Its not for nothing you will see sim racers with triples even add a "roof" over their monitors, just to close that interior off and make you feel even more "inside" of the race car.
But if you just want to fire up iracing and go - a monitor setup will always be a bit quicker to get going and I do find myself switching back and forth, depending on the game or situation.
Well that used to be true - there you are, you spent hundreds on that button box, open wheel with 30 buttons and RGB lighting and you cant even find the buttons as soon as you wear the VR headset. The Meta Quest 3 has full passthrough and with some configuring, you can have the perfect mixed reality setup where the cameras on the headset let the cockpit pass through while the rest is in game. Below you can see flight simmers using this to be able to use their cockpit mixed into the VR scenery.
There is no definitive answer but it comes down to 3 main points that you have to decide for yourself: Immerson vs Space vs Cost. If you want immersion, VR all day long. If you dont have space or need a sim rig setup that will pass the "wife-compatibility-test" then again, VR wins. If you have a man cave of your own, a fast PC and GPU plus 3 high resolution monitors and the fitting stand for them, triples will be the better choice. And finally cost - this is probably the deciding factor for most and I will argue that you will get more bang for your buck in VR. This comes down to the fact that VR has become very affordable and can run on even average GPUs. If you are on Gran Turismo and the Playstation - 499GBP might sound like a lot when compared to your PS5 but then you wont only be able to play racing games with that either - VR games are quite fun and addictive so you might end up in VR more than just for racing anyway.
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Precise and repeatable braking is all about muscle memory. It is far more natural and easy to repeat a certain amount of pressure applied through your foot than it is to place the foot in the exact same position. For that reason you will not find any higher end sim racing pedals without a loadcell.
Trail Braking in Real Racing:
Trail braking is a technique employed by professional drivers to optimize cornering speed and stability. It involves maintaining braking force while entering a turn, gradually releasing as the apex approaches. This technique demands a brake pedal system capable of subtle modulation and precise feedback, making load cell technology an invaluable asset for sim racers aiming to replicate real-world driving skills.
The Role of Load Cell in Trail Braking:
Load cell-based brake pedals excel in providing linear and proportional feedback, mirroring the feel of an actual brake pedal in a race car. This level of fidelity is crucial for executing trail braking maneuvers with finesse, as drivers need to sense and respond to minute changes in brake pressure throughout the turn. The load cell's ability to capture and transmit these subtleties enhances the overall sim racing experience.
Realistic Brake Modulation:
Potentiometer systems often struggle to accurately replicate the progressive nature of braking forces in a race car. Load cell technology, with its capacity to measure force rather than displacement, ensures that the brake pedal responds realistically to the varying pressures exerted by the driver. This translates to improved brake modulation, essential for executing precise trail braking maneuvers and achieving optimal lap times.
Enhanced Consistency and Muscle Memory:
Trail braking mastery relies heavily on muscle memory and consistent pedal feedback. Load cell-based systems contribute to this by providing a more stable and repeatable braking experience. Sim racers can hone their skills with confidence, knowing that the load cell accurately reflects their inputs, promoting a smoother transition between the virtual and real racing worlds.
What makes the MVH Loadcell stand out:
While there are other options on the market to mod your Logitech pedals and add a loadcell such as from Ricmotech, the only one that is fully console compatible is the MVH Loadcell. This comes down to our custom design circuit that not only amplifies the signal but also inverts it. Console game such as Gran Turismo do not allow for modification of the pedal direction unlike many PC games, so we ensured that our Loadcell will work on any console game as well.
The Evolution of Sim Racing Hardware:
As sim racing continues to evolve as a legitimate sport, the demand for hardware that mirrors real-world counterparts becomes paramount. Load cell brake pedals represent a significant step forward in achieving this level of realism. The transition from potentiometer to load cell technology is akin to upgrading from a standard controller to a high-end racing wheel—precision is elevated, and the overall experience is elevated to new heights.
In the pursuit of mastering trail braking techniques in sim racing, the choice of brake pedal technology plays a pivotal role. Load cell-based systems offer a level of precision and realism that potentiometer-based counterparts struggle to match. As the sim racing community embraces these advancements, the gap between virtual and real-world racing experiences continues to narrow, providing enthusiasts with an immersive and authentic journey into the world of motorsports.
Say good bye to simple wheel replacements
Sim racing enthusiasts, prepare to experience a new level of Formula 1 authenticity with the launch of the MVH Studios F1S Series 1. This meticulously crafted steering wheel replacement transforms your Logitech setup without having to make use of your stock round wheel electronics and shifter paddles!
Feel the Force (Feedback), Shed the Weight
The F1S Series 1 shines with its lightweight design – a full 300 grams lighter than your standard Logitech wheel. This translates to incredibly detailed force feedback, letting you feel every rumble of the track and subtle nuance in your virtual car's handling. From the moment you grip the wheel, custom-designed to mirror the feel of a real F1 cockpit, you'll be ready to set new personal bests.
Authenticity Meets Functionality
MVH Studios understands that immersion isn't just about design. The F1S Series 1 seamlessly retains all your familiar Logitech buttons, dials, and the D-pad while giving you that genuine F1 racing feel. Adjustable magnetic shifter paddles offer lightning-fast gear changes and satisfying tactile feedback, further enhancing the realism of your sim setup.
No need to choose F1 or round wheel - use both!
The MVH Quick Release compatibility lets you switch between wheel styles in seconds for ultimate racing versatility since you can keep your stock round wheel electronics and paddles unchanged!
Personalize Your Cockpit, Built to Last
Express your F1 fandom by easily customizing your F1S Series 1 with high-quality vinyl stickers and a laser-cut, engraved acrylic faceplate representing your favorite team. Beyond aesthetics, this wheel is engineered for the long haul. Its carbon fiber reinforced PLA enclosure, CNC carbon fiber inlays, and SLA resin shifter paddles combine to create a durable, visually stunning piece of racing gear. And for your peace of mind, the F1S Series 1 includes a full-year warranty.
Options for Everyone
MVH Studios offers the F1S Series 1 with either genuine goat suede leather grips (gloves recommended) or a smooth, hard-wearing vegan leather ideal for drivers who prefer to race barehanded. It's currently compatible with Logitech G29, G920, and G923 PlayStation 4/5 bases (Xbox version arriving soon!). Installation is remarkably straightforward – no complex wiring or soldering – ensuring a hassle-free upgrade process and protecting your Logitech warranty.
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We have great discounts on our popular sim racing displays as well as our VR headmounts for the Quest3. Dont miss out, this wont last!
Massive discount on our Telemetry Display
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He is also showing our Quick Release system which is of course fully compatible with the GTS if you wish to add that onto your Logitech wheelbase.
]]>Moving the whole production from the main printfarm in Greece to the UK was a long process but we are now ramping up the production and working off the waiting lists for our Logitech F1 wheels as well as our Telemetry Displays and Bash Pro shifters.
Log in to the site to see where your current position on the list is to see when you will be notified to make your order.
Thank you all for your patience, it has been a challenging time but we will win the race!
]]>Most of our items are currently out of stock as we are in the process of moving the main production facility to a new location in the UK. We expect that this will take up until the middle of May and hope that we can then work off the waiting lists in the order of sign ups.
We are also working on the release of our new pro line and other accessories such as our shifter / handbrake adapter module allowing for pc and console compatibility, without the requirement of the quick release as well as Series Two wheels.
Stay tuned for more updates and thank you in advance for your patience and understanding.
]]>The holy grail for any sim racer is the brake pedal. Nothing will improve your lap times more than being able to get the right pressure on the brakes and being able to trail brake. Just a simple change of the linear spring to our very popular variable pitch spring in the Logitech brake pedal can lead to big improvements but this still relies on the distance the pedal has been moved and not the pressure that has been applied. However, it is very hard to judge the distance you push a pedal with your foot vs. judging the force you need to push it. Hence all professional pedal solutions rely on a load cell and not a potentiometer (linear or rotational makes no difference).
Using our custom electronics our load cell does not invert the signal and therefore works in all games such as Gran Turismo and Forza. It also allows for adjustment in brake pressure with different inserts while both deadzone and saturation can be adjusted in hardware. This allows keeping the whole range of the pedal travel. Naturally on PC you can adjust everything the same way as well as in game.
And because we are using our popular variable pitch spring for the Load Cell, you can get an even better price if you already purchased the spring previously by ordering the Load Cell without the spring. Now go and get that magic quali lap!
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What's more - we also have now managed to expand our production facility to 3 floors meaning that over the next few months, we can add more staff to start making our telemetry screens and upcoming load cell brake pedal mods in house.
Stay tuned for more news on that in the next weeks.
]]>Once we are back we should also be able to remove the waiting lists entirely as we will also be coming back with more staff and an expansion of our printfarm in Greece.
]]>Yes it took forever but I can finally give more details on our upcoming 3.5" telemetry display. Its a massive step forward from my previous model as it brings more features while simplifying the installation.
First and foremost - its console compatible! Yes, you read correctly, it will work on Playstation and Xbox. We achieved this by designing our own custom PCB that connects to your home wifi network from where it captures the UDP data stream from the game. This does mean the game must offer UDP data (for example F1 by Codemasters) so unfortunately for the time being, this does exclude GTS unless Polyphony comes up with an update.
Being a wifi device also brings us to the next point: We can actually update the telemetry display remotely for you! This means we will be making sure that the display can work with any new games or updates that come out in the future as well.
The telemetry display will of course also work on PC games. For this we have developed our own driver to link it into the super powerful Simhub, making it as simple as possible to integrate it into any racing setup you might already have.
Next we are working on bringing a whole selection of display layouts so that you can customise the display to your liking. At launch we will have 2 defaults available to choose from but over the coming months we will offer more for download via our dedicated server. OTA updates for the win!
Lastly this display will be available with a universal joint that then allows you to get the right attachment for your wheelbase. You will have the choice of mounts for Logitech, Thrustmaster, Fanatec and Simucube.
Now the big question - availability:
MVHStudios is still a small operation meaning that to begin with, we will only have a limited amount of units available for immediate purchase and after that we will open up a pre-order option. Personally I am not a fan of pre-orders as it means I am taking money before I can deliver a product but I want to be totally transparent here: The costs to buy the 3.5" screens and the production of our custom PCBs plus the soldering and assembly leaves very little margin to work with. For example, the 3.5" screen on its own is around 35USD (exlcuding shipping, customs and taxes) and in order for MVHStudios to buy enough stock to just be able to keep to a 1-2 week delay between ordering and shipping to the customer, we are looking at an order volume of around 300 units per month. This is a massive outlay for us and with an overall chip shortage and costs going up everywhere, I am forced to make the choice of either doing a "Fanatec DD limit" or use the pre-orders to cover the stock order costs so that you all can get the display in a reasonable time frame.
If you have been on our waiting lists for the steering wheels you will have probably noticed how we are now managing to get through the list a lot faster - about 50-100 positions in total per day. We achieved this by expanding my team in Greece, many changes in the production and the Series One wheels design.
The long term goal is to remove these lists entirely and if I can avoid using one for the telemetry display then I will. I know how frustrating it is to have to wait for ages so rest assured, we will work as hard as possible to make enough while keeping the prices honest and fair.
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