TrackIR5 support?

50footELVIS

New member
Greetings, all.
This question is for the Developers, since member speculation does not help.

TrackIR5 support was used in Project Cars 1 and 2 (never purchased 3) as well
as way back in the GTR2 days. I noticed Giant's Farm Simulator also has support.

Will Project Motor Racing be confirmed to have TrackIR5 support?
Ready to pull the pre-order trigger, if it is.

Cheers,
50
 
If they can rebuild the tyre model from scratch, one would hope head tracking support would be a walk in the park by comparison.

On a vaguely similar note, I wouldn't mind if the cockpit camera borrowed some of the wilder look to apex/shake & blur on impact/and dirty windscreens features from NFS Shift 1, as an option for those who prefer the pCARS style.
 
TrackiR is indispensable in the sim world, almost every racing sim supports it, I can't imagine why they wouldn't want to integrate this very useful tool at the beginning.
 
So not trying to make fun of the situation. Just providing some thoughts/ideas...

If it's already in the engine, there is a chance that the changes SMS have done to the engine did not effect that implementation. It might just mean they aren't testing or ensuring they aren't breaking it.

Also, at least on the PC front, Valve offers a 2 hour or 14 day (whichever comes first) refund window. When it launches, you could buy it. See if you can configure TrackIR. If not, refund it.
 
Yes, I know this statement, I asked at the time. But you never know how deep a social media worker's insight really is. I was a little surprised that such an established function was not on the radar, as the developers have already integrated it into pCARS.
 
Yes, I know this statement, I asked at the time. But you never know how deep a social media worker's insight really is. I was a little surprised that such an established function was not on the radar, as the developers have already integrated it into pCARS.
Actually Ryan is more than just a social media worker...

Screenshot_20250710_081202.jpg
 
For TrackIR it's all about return of investment. When a developer has limited time to make a game from scratch on a new engine (New to us) along with building out many other features, we have to pick our battles. After we establish the priorities on what a Racing sim needs (Great handling, Physics, Dynamic tracks, Wheel support) We can then put our attention to the smaller details and functions. It was in PCars yes, but that was a totally different engine and timeframe we had back then.
 
Hey thanks for the clarification, of course I didn't want to demote you to a "social media employee", I had no idea that you were so committed to working there. Not meant to be offensive at all.
Regarding TrackiR, it simply has to be said that it is a plugin that offers enormous added value and is indispensable in the sim world and has been supported almost everywhere for years, I was of the opinion that it is a matter of course that such added value is integrated into a race sim. Since it is already so well established, the experiences and how to handle it should already be known and easy to implement, that was my admittedly unqualified opinion.
I hope it will be implemented quickly after the release so that we can enjoy this all-round view.

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Things are never normally quite so simple in game dev unfortunatley, It's not the exact same team so the knowledge on how to implement and handle it is probably lost. It also requires significant testing time to ensure it works as intended and doesn't break anything even if it is just a plug in. Take Peripherals for example, a thrustmaster SF1000 is a common mid-high range wheel that's works on previous games, but it's not as simple and just plugging it in, we need to calibrate it to our system with FFB, setup the dashboard and led's to work as intended and even fix input binding issues to suit our game, and do that for all platforms, as it can work on PC but not on Playstation so we have to debug that, including the setup and testing hours it can take days for a small simple task. Simply put it won't just be a plug in and play job and needs proper planning and management.
 
The TM Wheelbase is probably a bad example, as it seems to cause problems everywhere... in the LMU forum it even got its own fixed thread. 😆
 
That must have been a pain in the arse for you :(

EDIT: Anyhoo, the question has been answered and despite it not being to everybody's satisfaction we do at least now know the reasons and I hope everybody can appreciate that :)
 
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I still hope that the developers will reconsider their priorities in favor of TrackIR. The developers can ask Giants for advice, they know how to integrate TrackiR. TrackiR is an enormous added value in Sims because many people want to use it.
 
Are they serious? No TrackIR support? 😡

Try that with the flight sim or space sim community. You'd be laughed out of the room.
 
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