DiRT Rally 2.0 DiRT Rally 2.0: Supported Peripherals Confirmed

Paul Jeffrey

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DiRT Rally 2.0.jpg

Codemasters have confirmed the full list of supported peripherals for the upcoming DiRT Rally 2.0.

The good news for gamers is many of the most common brands look set to be supported from the off, including much of the Fanatec, Logitech and Thrustmaster wheel range - however it is also nice to see direct drive wheel support in the form of the SimSteering and Accuforce wheels - an increasing trend in sim racing as the popularity of direct drive wheels continues to increase amongst the sim racing player base.

Full supported peripherals list:
  • Fanatec ClubSport Handbrake (AO) PC
  • Fanatec ClubSport Handbrake via Fanatec ClubSport USB Adapter (AO) PC
  • Fanatec ClubSport Pedals V1 (AO) PC
  • Fanatec ClubSport Pedals V2 (AO) PC
  • Fanatec ClubSport Pedals V3 (AO) PC
  • Fanatec ClubSport Shifter (SQ) (AO) PC
  • Fanatec ClubSport Shifter (SQ) via Fanatec ClubSport USB Adapter (AO) PC
  • Fanatec ClubSport Steering Wheel BMW GT2 (AO) PC
  • Fanatec ClubSport Steering Wheel Formula (AO) PC
  • Fanatec ClubSport Steering Wheel Porsche 918 RSR (AO) PC
  • Fanatec ClubSport Steering Wheel Universal Hub for Xbox One (AO) PC
  • Fanatec ClubSport USB Adapter (AO) PC
  • Fanatec ClubSport Wheel Base v1 PC
  • Fanatec ClubSport Wheel Base v2 PC
  • Fanatec ClubSport Wheel Base v2.5 PC
  • Fanatec CSL Elite Pedals (AO) PC
  • Fanatec CSL Elite Racing Wheel – Officially licensed for PS4™ PC
  • Fanatec CSL Elite Racing Wheel – Officially licensed for PS4™ (AO) PC
  • Fanatec CSL Elite Wheel Base PC
  • Fanatec CSL Steering Wheel McLaren GT3 (AO) PC
  • Fanatec CSL Steering Wheel P1 for Xbox One (AO) PC
  • Fanatec CSL Steering Wheel PS4 (AO) PC
  • Generic Keyboard PC
  • Generic Keyboard Azerty PC
  • Logitech G25 Racing Wheel PC
  • Logitech G27 Racing Wheel PC
  • Logitech G29 Racing Wheel PC
  • Logitech G920 Racing Wheel PC
  • Official Xbox 360 Wired Pad PC
  • Official Xbox 360 Wireless Pad PC
  • Official Xbox One Wireless Pad PC
  • SimSteering PC
  • SimXperience AccuForce Pro PC
  • SPEEDLINK Strike FX Gamepad PC
  • SPEEDLINK Torid Gamepad PC
  • Thrustmaster 2-Pedal Pedal Set (AO) PC
  • Thrustmaster 599XX EVO 30 (AO) PC
  • Thrustmaster Sparco® P310 (AO) PC
  • Thrustmaster F1 (AO) PC
  • Thrustmaster Ferrari 458 Italia Edition (AO) PC
  • Thrustmaster Ferrari 488 Challenge Edition (AO) PC
  • Thrustmaster Ferrari GTE (AO) PC
  • Thrustmaster Leather 28 GT (AO) PC
  • Thrustmaster T300 RS GT Edition PC
  • Thrustmaster Sparco® R383 (AO) PC
  • Thrustmaster T3PA Pro pedals (AO) PC
  • Thrustmaster T80 PC
  • Thrustmaster T150 PC
  • Thrustmaster T300 RS PC
  • Thrustmaster T500 RS PC
  • Thrustmaster T500 RS F1 Advanced mode PC
  • Thrustmaster T-GT PC
  • Thrustmaster T.RJ12 USB Adapter (AO) PC
  • Thrustmaster TH8 RS Shifter (AO) PC
  • Thrustmaster TH8A Shifter (AO) PC
  • Thrustmaster TMX Force Feedback PC
  • Thrustmaster TS-PC Racer PC
  • Thrustmaster TS-XW Racer PC
  • Thrustmaster TSS Handbrake Sparco® Mod (AO) PC
  • Thrustmaster TSS Handbrake Sparco® Mod+ (AO) PC
  • Thrustmaster TX PC
  • Fanatec ClubSport Handbrake (AO) PS4
  • Fanatec ClubSport Pedals V1 (AO) PS4
  • Fanatec ClubSport Pedals V2 (AO) PS4
  • Fanatec ClubSport Pedals V3 (AO) PS4
  • Fanatec ClubSport Shifter (SQ) (AO) PS4
  • Fanatec ClubSport Steering Wheel BMW GT2 (AO) PS4
  • Fanatec ClubSport Steering Wheel Formula (AO) PS4
  • Fanatec ClubSport Steering Wheel Porsche 918 RSR (AO) PS4
  • Fanatec ClubSport Steering Wheel Universal Hub (AO) PS4
  • Fanatec CSL Elite Pedals (AO) PS4
  • Fanatec CSL Elite Racing Wheel – Officially licensed for PS4™ (AO) PS4
  • Fanatec CSL Steering Wheel McLaren GT3 (AO) PS4
  • Fanatec CSL Steering Wheel PS4 (AO) PS4
  • Fanatec CSR Elite Pedals (AO) PS4
  • Logitech G29 Racing Wheel PS4
  • PS Vita PS4
  • Thrustmaster 2-Pedal Pedal Set (AO) PS4
  • Thrustmaster 599XX EVO 30 (AO) PS4
  • Thrustmaster BT LED DISPLAY PS4
  • Thrustmaster F1 (AO) PS4
  • Thrustmaster Ferrari GTE (AO) PS4
  • TThrustmaster T300 RS GT Edition PS4
  • Thrustmaster Sparco® R383 (AO) PS4
  • Thrustmaster T3PA Pedals (AO) PS4
  • Thrustmaster T3PA Pro pedals (AO) PS4
  • Thrustmaster T80 PS4
  • Thrustmaster T150 PS4
  • Thrustmaster T300 RS PS4
  • Thrustmaster T500 RS PS4
  • Thrustmaster T-GT PS4
  • Thrustmaster TH8A Shifter (AO) PS4
  • Thrustmaster TM Leather 28 GT (AO) PS4
  • Thrustmaster TSS Handbrake Sparco® Mod+ (AO) PS4
  • Fanatec ClubSport Handbrake (AO) XB1
  • Fanatec ClubSport Pedals V1 (AO) XB1
  • Fanatec ClubSport Pedals V2 (AO) XB1
  • Fanatec ClubSport Pedals V3 (AO) XB1
  • Fanatec ClubSport Shifter (SQ) (AO) XB1
  • Fanatec ClubSport Steering Wheel BMW GT2 (AO) XB1
  • Fanatec ClubSport Steering Wheel Formula (AO) XB1
  • Fanatec ClubSport Steering Wheel Porsche 918 RSR (AO) XB1
  • Fanatec ClubSport Wheel Base v2 XB1
  • Fanatec ClubSport Wheel Base v2.5 XB1
  • Fanatec ClubSport Wheel Universal Hub for Xbox One (AO) XB1
  • Fanatec CSL Elite Pedals (AO) XB1
  • Fanatec CSL Elite Wheel XB1
  • Fanatec CSL Steering Wheel McLaren GT3 (AO) XB1
  • Fanatec CSL Steering Wheel P1 for Xbox One (AO) XB1
  • Fanatec CSR Pedals (AO) XB1
  • Logitech G920 Racing Wheel XB1
  • Thrustmaster 2-Pedal Pedal Set (AO) XB1
  • Thrustmaster 458 Italia (AO) XB1
  • Thrustmaster 599XX EVO 30 (AO) XB1
  • Thrustmaster F1 (AO) XB1
  • Thrustmaster Ferrari 458 Spider Racing XB1
  • Thrustmaster Ferrari GTE (AO) XB1
  • Thrustmaster Sparco® R383 (AO) XB1
  • Thrustmaster T3PA Pedals (AO) XB1
  • Thrustmaster T3PA Pro pedals (AO) XB1
  • Thrustmaster TH8A Shifter (AO) XB1
  • Thrustmaster TM Leather 28 GT (AO) XB1
  • Thrustmaster TMX Force Feedback XB1
  • Thrustmaster TS-XW Racer XB1
  • Thrustmaster TSS Handbrake Sparco® Mod+ (AO) XB1
  • Thrustmaster TX XB1


DiRT Rally 2.0 will release February 26th 2019.

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You also have to consider to impact of VR on the graphic engine, look at acc right now, its hard to push 90fps with good graphic fedelity even with a 2080ti. New game have high ress texture, lighting, particelle, all crancked quite high, RBR not at all, even with graphic mod.
ACC is still far from finished so probably isn't the best benchmark at the moment.
So long as DR2 is generally well optimised, it'll surely then be up to the user to just turn the appropriate graphics settings down where necessary.
 
I still cannot understand the mindset of people that defend the interests of big business and corporations at the expense of the common man, or as they like to call us, consumers. You don't need to justify their decisions to give us less for more, or to leave features out of titles and products that you yourself may not use but are important and very useful to others.

If the game supports virtual reality, that doesn't make your experience any lesser when you play the game should you decide not to use it. On the other hand, seeing as Codemasters are in the business of making RACING titles and VR is a perfect match for this kind of game, why not think of it another way. Instead of looking at the 0.0000001% (apparently) of users that ARE VR users, how about look at the potential for you to sell more copies of your product by implementing a feature that may encourage a user to give VR a chance after the purchase? This person now completely understands the reasons why VR is talked about so highly (or not) in sim racing circles and proceeds to purchase any and all VR supported sim racing titles, along with a G25 to try it out for real this time. Oh, sorry, they won't be buying Dirt 4 now, will they? Or any of the F1 games.

You know, kind of how I got into sim racing AT ALL because of Dirt Rally, pre VR implementation? I now own what many would consider to be a holy grail of sim racing equipment housed in a dedicated room.

Seriously, ask yourself, why the need to defend the interests of an entity solely designed to part you from your money. You'd be pretty surprised by the answer.
 
  • If you have ever tried VR, you should know.
  • Oh man. Try VR first
  • No
  • It happens to nobody. And I'm very fat and sweaty.
  • It's different for every person. But many people get nausea on elevators, and still they're very popular.
  • Indeed. You can't play VR with a GeForce 6600 GT in 2019.

Your comparison to elevators is hilarious...Today’s VR technology for a gamer (i.e. not for industrial/medical/military purposes) is in no way near the same league as an elevator/lift, a utility which makes accessing the 50th floor of buildings possible for all (not to mention the benefits to handicapped persons or people who need to move heavy equipment).

Listen, I don’t hate the concept of VR; Quite the opposite really. It is quite possibly the future of many genres of gaming, and I accept that.

However, I think VR today has some glaring limitations that, when looked back on in the future, will be quite laughable. When it gets to the point where you can see your actual body and whatever else in the room you deem necessary, then it’ll be ready for prime time (IMO of course)...and that will happen eventually, whether or not DR 2.0 supports VR or not.

Of course iRacing and rFactor 2 made VR support from an early stage; sim racing adults with disposable income are their core audience. Codemasters’ audience is the general gaming public, of which I’d imagine kids and casual gamers outnumber us simracers by 10 to 1 at the very least. You guys are barking up the wrong tree.
 
I don't understand the hate (or unappreciation?) of VR.
When someone complains that ACC doesn't support 3 monitors, I have never seen anyone say 'well, the masses don't use 3 monitors, so why should they support it'.
Even those who don't have 3 monitors will defend those that do and sympathise.
But when it comes to VR (which is more popular, as a whole) then people immediately get defensive and have a 'so what' attitude about it.
Not sure if its fear of the unknown, jealousy or something else, but people are less sympathetic about those with VR than they are those with 3 monitors.
 
By the same standard no racing simulator titles should exist either because "only 1% of Steam users play Assetto Corsa", etc....

It's idiotic to not want features in products you buy. I bet everyone thought it was AMAZING that new iPhone's came without a headphone jack. Because that made the product SO much better.... Oh wait, it saved Apple maybe $8 per phone AND the can make money selling you the Airpods.

So it's OK.

By the same logic applied here.

Because Earth....
 
I don't understand it either.

They naysayers say "VR users are only a small percent of steam" and then in the next sentence they say "Every time I go into a sim racing forum all I see is threads about VR".

Does that not tell you that there is a larger percentage of sim racers using VR than people think?

Every forum I go to has many threads about VR (r/simracing, steam, codemasters forum, iRacing, racedepartment, etc.)

To ignore that VR is a larger part of the sim racing community than "1%" is to ignore reality.

No one is annoyed when people argue for Wheel support (Dirt Rally 2.0 didn't list DFGT, hopefully it works for me). No one is annoyed when people argue for peripheral support (shifters, ebrakes, etc.). No one complains when people argue for triple monitors. No one complains when people ask for API support so they can run third party apps like CrewChief or external dashboards. And yet VR support is met with opposition everywhere. Seems odd to me.
 
On the other hand, seeing as Codemasters are in the business of making RACING titles and VR is a perfect match for this kind of game, why not think of it another way. Instead of looking at the 0.0000001% (apparently) of users that ARE VR users, how about look at the potential for you to sell more copies of your product by implementing a feature that may encourage a user to give VR a chance after the purchase? T

The question the board asks are: Will the extra amount of sales of that relatively small amount of users, cover the extra cost of dev.time and work. It seems like the board of Codemasters are convinced that the answer is "Higher cost than return".

By the same standard no racing simulator titles should exist either because "only 1% of Steam users play Assetto Corsa", etc....

Nope. That's two different things. Simracing is a niche. But niches exists in all areas of life. However, VR is also niche, and there is nothing that says every game where VR could work, should have VR. And if someone have a different opinion, then they should also have the opinion that all niches should forever be non-existant.

I don't understand it either.

They naysayers say "VR users are only a small percent of steam" and then in the next sentence they say "Every time I go into a sim racing forum all I see is threads about VR".

Does that not tell you that there is a larger percentage of sim racers using VR than people think?

To ignore that VR is a larger part of the sim racing community than "1%" is to ignore reality.
And yet VR support is met with opposition everywhere. Seems odd to me.

I am quite sure that more than 1% of simracers use VR. However, Codemasters does not market themselves towards the sim-market only. And simracers are a very small market in the grand scheme.
As this article here on RD points out. The simracing game with the highest avg. players on Steam in January was Assetto Corsa, with under 2000 players. If you add all numbers on the simracing game (including both of the latest DiRT titles), you get 5200 players on avg. that plays a simracing game at the same time. Though, it is extremely likely that there are many of the same people that crosses over between the different games. Of course, the numbers of unique players are higher, but it's not multiplied with a high number.

Also, the VR-Gang is quite vocal. Just like the triple-screen armada was, and before that we had the SLI-Mafia being vocal about supported games, apps etc.
Part of the reason is people spending quite a lot of money, and expects to get to use it where they feel it should be used. Instead of accepting that they are a part of what is a very small group in relative, and general terms.
 
I am quite sure that more than 1% of simracers use VR. However, Codemasters does not market themselves towards the sim-market only. And simracers are a very small market in the grand scheme.
As this article here on RD points out. The simracing game with the highest avg. players on Steam in January was Assetto Corsa, with under 2000 players. If you add all numbers on the simracing game (including both of the latest DiRT titles), you get 5200 players on avg. that plays a simracing game at the same time. Though, it is extremely likely that there are many of the same people that crosses over between the different games. Of course, the numbers of unique players are higher, but it's not multiplied with a high number.

Also, the VR-Gang is quite vocal. Just like the triple-screen armada was, and before that we had the SLI-Mafia being vocal about supported games, apps etc.
Part of the reason is people spending quite a lot of money, and expects to get to use it where they feel it should be used. Instead of accepting that they are a part of what is a very small group in relative, and general terms.

Codemasters is wishy washy with their marketing. They marketed dirt 4 with two handling modes: One mode aimed towards the more casual racer, which is called “Gamer”, and another one aimed at the more advanced racer, which is called “Simulation”. They want to have their cake and eat it too.

Looking at concurrent players is great but that doesn't give you the whole picture. SteamSpy estimates there were between 1 and 2 million copies of Dirt Rally sold on steam. So while your concurrent player count tells a story about the long term forecast of players actively playing a racing game, it doesn't tell the whole story about who is buying the games.

They can implement VR or not, I have many other games to play. It won't hurt me at all. They asked us to make our voices heard and if there is enough demand they could do it.

VR is small group, Nvidia estimated 4 million PC headsets in December. Predictions are that the number will double year over year for the next several years. PSVR sales are higher.

One thing that codemasters needs to take into account is "What is the amount of overlap between simracers and VR users". Because they are not just ignoring a new potential customer base by ignoring VR. They are ignoring a percentage of their own customer base who has gone to VR and will not buy a racing game that doesn't have VR.
 
After a good few hours with the pre-release I must say DR2.0 feels much better than I expected, and I already had very high hopes for this!

This properly feels like an evolution of DR rather than just like DR.

Trailers and videos doesn't do it justice at all compared what it feels like in your hands. :thumbsup:
You don´t know how much I appreciate to read this post! Here everybody is talking about the game without being tested it ( and they are free to do it, of course), but I only retain opinions of people like you that have been tested the game. My expectations are increasing now ;) and I hope RWD physics will be more close to DR or better. Thanks to share your feelings :thumbsup:
 
I think one big reason why even racing game developers ditch VR for now is, that the tech isn't just there yet where it should be. First Dirt and AC was started when everybody thought VR will be huge in few years, but it wasn't. I think now most developers take a few year time out from VR and wait the next generation.

Here's a interesting quote from Oculus co founder Palmer Luckey a few month ago: "No existing or imminent VR hardware is good enough to go truly mainstream, even at a price of $0.00. You could give a Rift+PC to every single person in the developed world for free, and the vast majority would cease to use it in a matter of weeks or months. I know this from seeing the results of large scale real-world market testing, not just my own imagination"
 
Codemasters is wishy washy with their marketing. They marketed dirt 4 with two handling modes: One mode aimed towards the more casual racer, which is called “Gamer”, and another one aimed at the more advanced racer, which is called “Simulation”. They want to have their cake and eat it too.

Looking at concurrent players is great but that doesn't give you the whole picture. SteamSpy estimates there were between 1 and 2 million copies of Dirt Rally sold on steam. So while your concurrent player count tells a story about the long term forecast of players actively playing a racing game, it doesn't tell the whole story about who is buying the games.

They can implement VR or not, I have many other games to play. It won't hurt me at all. They asked us to make our voices heard and if there is enough demand they could do it.

VR is small group, Nvidia estimated 4 million PC headsets in December. Predictions are that the number will double year over year for the next several years. PSVR sales are higher.

One thing that codemasters needs to take into account is "What is the amount of overlap between simracers and VR users". Because they are not just ignoring a new potential customer base by ignoring VR. They are ignoring a percentage of their own customer base who has gone to VR and will not buy a racing game that doesn't have VR.

They are, however - they have not, and will not market themselves as a sim-dev, nor their games as simracing games outright. That alienates a lot of casual gamers.

DiRT Rally numbers are huge. Both because it was a good game, and had nice entry price in Early Access, and have had some sales and bundles since. However, it's not 1-2 million simracers, or even close to that. 1-2 million sales, where a maximum of 5-10% of the users even have a steering wheel(if every single steering wheel person bought DiRT Rally, which is highly unlikely). And as I've said many times, of those wheel users, it's not a majority who owns VR, and even less who actively uses VR.
That's an extreme minority.

4 million is a small number in PC-terms, it wouldn't been a small number, if those 4 millions all were gamers, Steam-gamers and racing fans. But there are so many casual VR-games, social games etc.

I am very sure they do. They don't ignore the users. They have looked at the numbers, and come to the conclusion that the costs of implementing it (in terms of dev.time, manpower etc.) is higher than the likely extra income.
They might lose 1-2% sales, but have considered that it's not worth it at present time.
 
You don´t know how much I appreciate to read this post! Here everybody is talking about the game without being tested it ( and they are free to do it, of course), but I only retain opinions of people like you that have been tested the game. My expectations are increasing now ;) and I hope RWD physics will be more close to DR or better. Thanks to share your feelings :thumbsup:

I'm happy to say that RWD's feel even better than in DR, which is a huge relief after D4!
 
I don't understand the hate (or unappreciation?) of VR.
When someone complains that ACC doesn't support 3 monitors, I have never seen anyone say 'well, the masses don't use 3 monitors, so why should they support it'.
Even those who don't have 3 monitors will defend those that do and sympathise.
But when it comes to VR (which is more popular, as a whole) then people immediately get defensive and have a 'so what' attitude about it.
Not sure if its fear of the unknown, jealousy or something else, but people are less sympathetic about those with VR than they are those with 3 monitors.
I think it's natural for people to want to "stick to their guns" they made up their mind about it and have to have there say, you are spot on, when people complained about ACC not fully supporting triples i just thought damn that sucks for people with that setup, it may be that the people who spend big on triples kind of regret it and just want VR to go away. It is very strange.
 
They are, however - they have not, and will not market themselves as a sim-dev, nor their games as simracing games outright. That alienates a lot of casual gamers.

DiRT Rally numbers are huge. Both because it was a good game, and had nice entry price in Early Access, and have had some sales and bundles since. However, it's not 1-2 million simracers, or even close to that. 1-2 million sales, where a maximum of 5-10% of the users even have a steering wheel(if every single steering wheel person bought DiRT Rally, which is highly unlikely). And as I've said many times, of those wheel users, it's not a majority who owns VR, and even less who actively uses VR.
That's an extreme minority.

4 million is a small number in PC-terms, it wouldn't been a small number, if those 4 millions all were gamers, Steam-gamers and racing fans. But there are so many casual VR-games, social games etc.

I am very sure they do. They don't ignore the users. They have looked at the numbers, and come to the conclusion that the costs of implementing it (in terms of dev.time, manpower etc.) is higher than the likely extra income.
They might lose 1-2% sales, but have considered that it's not worth it at present time.

You make some valid points. The VR Simracing number is small and they likely wouldn't lose much sales. You are making some good points on why they should not implement VR from a business perspective.

Is 2% of sales worth the dev time it takes to implement VR? Is it worth the negative attention to the brand that every where Dirt Rally 2 is mentioned there are dozens of posts about VR dominating the forum? Is it bad for the brand to be seen as less than or incapable of doing what everyone else is doing?

Let's not forget: Chief Games Designer Ross Gowing said: “We won’t be having VR in the game for launch, but it is something that we’re listening to everybody’s comments, and all the things the community has to say about it and we are all ears. And if there’s enormous demand for it then yeah we can do it. It’s no small undertaking but if it’s what people want then we’ll try and get it done.”

The statement above is why there are so many demanding support.

We don't know how much it cost (dev time, manpower, etc.) to implement VR into their games. They have done it twice already and have publicly stated that their EGO engine is designed to deliver VR. All we do know is about a dozen other racing games(including mods from single developers in their spare time) have implemented VR. It calls into question what is Codemasters excuse? Why is it harder, or less profitable, for them (The largest racing developer in the world) to implement VR when others do it for free?
 
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