The company has created VSM and several other racing solutions under its global brand AVL RACING. In the highly dynamic and competitive racing environment, innovation is highly prized. Customized projects range from simulation inquiries, to realistic test procedures and support directly at the racetrack. This means that AVL RACING is involved throughout the customer development cycle in its role as an integrated and neutral partner. The experience gained is also be used for developing future mobility solutions.

When it comes to executing its solutions, AVL places their trust in Microsoft as a strong and safe cloud partner. Since VSM has been running on Microsoft Azure Cloud, it has been able to offer its customers even more simulations in an even shorter time span. This unbelievable computing power combined with the HP of the racing car makes an unbeatable team.


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Speed is essential not only on the racetrack. Between practice sessions, there is little time for adjusting screws. Better results on the racetrack can also be achieved by making changes in driving style, the vehicle or the strategy. Possibilities multiply depending on how the parameters are combined and engineers have very little time to decide which modifications to make on the racing car.

How fast can the vehicle corner when the (simulation) driver does everything right? How do the tyres respond to changed conditions, for instance, when there is rain on the racetrack? Many factors come into play in racing. With VSM, the entire vehicle, including the driver and the racetrack, are simulated and analyzed in real time.

Not so the Microsoft offering. Although the lap mount isn't the perfect solution, the fact that I can stash it under the sofa and be up and racing in a few seconds, along with not having to have a special setup, means it's already getting a lot more use. The DFP does have one major advantage when it comes to setup, though; the pedals have the ability to grip to the carpet, keeping them in place. There's nothing like going for the brake pedal and finding it has moved out of the way.

At $150, it's not the cheapest peripheral you could buy for your Xbox 360, but just as you need a guitar to play Guitar Hero, shouldn't you have a wheel to drive racing cars? The DFP was similarly priced, and in my opinion the 360's wheel is a good improvement. Logitech's fancier G25 is both twice the price and won't work with the 360, so it also gets ruled out. With ease of setup and the potential for high wife acceptance factor, I'm rating this one a solid "Buy."

This list is by no means exhaustive, rather it's a collection of just the best driving and racing games for the Xbox family of consoles that I've personally played and enjoyed. I've played all of these games on the newest Xbox Series X, but all of them are also playable on the Xbox Series S and are backward-compatible with the previous Xbox One generation consoles. I've noted which ones are available for no extra cost with Microsoft's excellent Game Pass subscription, but games do come and go from that service.

Like the previous Forza Horizon titles, Horizon 5 is a massive, open-world love letter not just to racing but to car culture and all things automotive. And players have more freedom than ever to explore only the race types, vehicle classes and elements of the game that they like. For example, I know plenty of Forza fans who aren't great racers, but lose themselves for hours just in the photo mode or livery creator.

With over 500 cars to customize and modify, hundreds of miles of road and trail courses, and a large online community, if you pick up just one racing game for the Xbox, this should be it. Note that Forza Horizon 5 is available as part of the Xbox's Game Pass subscription.

Players looking for a more serious racing sim should look to the more mature member of the Forza franchise. Where Horizon focuses on car culture and, at times, cartoonish street driving, Motorsport is all about real circuit racing on real tracks from around the world. Forza Motorsport 7 is an older title, launching in 2017, and a next-generation sequel is in the works for the Xbox Series S and Series X consoles, but with an unbelievable 700 cars to drive, modify and customize, and 30 tracks, each with multiple configurations, the Xbox One's premier racing franchise still manages to feel fresh.

Want to get a taste of the most realistic GT racing sim the Xbox platform has to offer? Look no further than Assetto Corsa Competizione. This hardcore racing sim is laser-focused on the world of the Blancpain GT World Challenge, putting you in the driver's seat of real racing cars from the 2018 and 2019 series, complete with authentic liveries. Drop right into the championship, work your way up through the ranks in the career mode or head online to run wheel-to-wheel against players from around the world.

Assetto Corsa is a challenging sim and its steering model and racing physics are extremely realistic -- so much that it can be frustrating to play with a controller's thumbsticks. You'll definitely want to get set up with a good force-feedback racing wheel (and maybe also a racing sim cockpit) for maximum enjoyment. Players looking for a Forza alternative that plays nicely with a controller should perhaps check out Grid Autosport.

The thrill of victory and the agony of defeat at a glacial pace: SnowRunner, the latest in the Spintires series, is sort of the anti-racing game. Players take control of an assortment of unlockable 4x4 SUVs, heavy equipment and big rig trucks to crawl, haul and tow their way through the dirt trails, deep mud and icy snow of the game's brutally rural maps. Precise wheel placement, a slow and steady pace and, occasionally, liberal usage of a winch matter more than speed. This isn't a game for everyone; spending up to a real-time hour hauling lumber up a mountain can be absolutely maddening if you fail, but it's unbelievably satisfying to get the job done. It's available now on Game Pass.

Whether you're looking to sharpen your skills or just relax and enjoy the ride, there's a little something for every kind of racing fan and automotive enthusiast to enjoy. As I mentioned, this is by no means an exhaustive list and, with the next generation of consoles now pretty well established, I expect to rediscover enhanced versions of my favorites as well as a few new additions to this list. Have fun and drive safely... or drive recklessly; they're just games after all.

For PC gamers, Forza Motorsport supports DirectInput API that enables nearly any input device to be used. This allows players to connect and remap their favorite racing wheel and racing accessories, as well as non-standard controllers, for the most accessible racing setups ever supported.

Fanatec offers a wide range of racing setups with their modular system. Start your own racing setup with the ClubSport Universal Hub v2 for Xbox as your framework. Then, add any of the wide range of wheel rims or a steering wheel and complete your build with any combination of Fanatec wheel bases and pedals.

Midtown Madness (also known as Midtown Madness: Chicago Edition) is a 1999 racing game developed by Angel Studios and published by Microsoft for Microsoft Windows. The demo version was released in April 1999. Two sequels followed, with Midtown Madness 2 released in September 2000 and Midtown Madness 3 released in June 2003 for the Xbox. The game is set in Chicago; the object is for the player to win street races and obtain new cars.

Unlike racing games that restrict the player to a race track, Midtown Madness offers an open world recreation of Chicago. This setting was said to provide "an unprecedented degree of freedom to drive around in a virtual city".[3] Players can explore the city using one of several modes and can determine the weather and traffic conditions for each race. The game supports multiplayer races over a local area network or the Internet. The game received generally positive reviews from gaming websites. Angel Studios developed another video game featuring open-world recreations of cities, Midnight Club: Street Racing.

Midtown Madness was one of the first games that Angel Studios developed for the PC.[3] Microsoft planned to publish sequels to racing computer games with the word Madness in the title, including Motocross Madness and Monster Truck Madness. According to project director Clinton Keith, the concept behind the game came to two Microsoft employees during an attempt to cross a crowded Paris street.[13] They proposed their idea to Angel Studios, which had tried to sell Microsoft a 3D vehicle simulator. Initially, Angel Studios was hesitant to accept Microsoft's offer given the magnitude of the proposed undertaking.[13] They ultimately agreed and decided to use Chicago for the setting because the city was featured in several famous car chases in films, including The Blues Brothers. The development team asked Chicago residents to playtest the game to ensure that the city was recreated faithfully. PC Gamer reported that the re-creation was mostly accurate, although certain landmarks were moved to enhance gameplay.[13] 8 to 15 people were working on the game at any one time.[14]

Angel Studios and Microsoft included regular cars in addition to the "overpowered Italian sports cars" often seen in racing games.[15] The developers obtained permission from manufacturers to use the likenesses of selected vehicles. Microsoft received authorization from Volkswagen for the New Beetle, and Ford, for the Mustang and the F-350 Super Duty.[13][15] The decision to make only half the cars available at the outset was intended to promote a sense of competition.[14] The audio team affixed microphones to cars and had Kiki Wolfkill, one of the few developers with track racing experience, drive around the track while they recorded.[16]

Midtown Madness is distinct from other racing games of its time, especially those influenced by the Need for Speed series, in providing an open environment rather than a closed circuit.[3] Project director Clinton Keith said that an open world makes the gameplay more diverse and adds "element[s] of discovery" such as finding shortcuts.[3] Gary Whitta described the game as open world racing: "[Y]ou still have checkpoints to hit, [but] you don't have to follow the A-B-C-D standard to do it".[13] ff782bc1db

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