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Indiegogo project proposes new type of force feedback for racing simulation games

A new project from a Slovenian startup on Indiegogo wants to change the way force feedback works in racing games. Aleš Zajc of Gravitom demonstrates that regular motion rigs, used to simulate the pitch and yaw of in-game cars, are flawed. They are slow to respond, and only provide a momentary sensation of up to 1G.

His new system, for which he’s set up this Indiegogo fundraiser, is called G6, and it works on the head and neck rather than the whole body. The G6 force feedback rig is mounted to a helmet, and provides force feedback through making neck muscles resist lateral loads on the X and Y axes. The 2Gs of force feedback generated by the system can be maintained through steady-state corners – just like real life. When accelerating through a sweeping corner and your head and neck will be subject to constant forces, and no existing motion simulator can replicate that.

Zajc has done his homework, too. Not only is there existing consensus and research that motion simulation rigs aren’t good enough, he’s had actual race drivers test out his system to give him feedback – as shown in the project video.

Sadly, there doesn’t seem to be a working model of the final product – only a prototype that Aleš has assembled himself to prove that the concept works. As a result, the project has a lofty €100 000 goal; it’s been running for around 5 days and at the time of writing has a negligible €36 from backers. The concept is sound – although the idea of wearing a helmet while playing a game might not appeal to many – so let’s hope that this gets picked up by some of the specialist equipment manufacturers who already have the manufacturing and electronics expertise to make it a reality.

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