Logitech DriveFX
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The setup is simple, involving plugging in the power cable, connecting the pedal array to the wheel, and connecting the wheel to the XBOX 360 via the front USB ports. The problem I ran into was that the unit itself has no lap adapter, so unless you have a tabletop to clamp the wheel to, you are going to have problems using it. I ended up having to turn a desk chair sideways and clamp the wheel to that. Also, because of the number of cords, there is a lot of clutter running across the floor. The cord issue is purely aesthetic (although the 10 foot USB cable may be problematic to those who like to sit far away from the screen) but the lack of lap playability may be a serious issue for players who don’t have a table handy. Also the serial cable connecting the pedal array to the wheel could use an anchor of some kind, as it is easily pulled loose if you happen to tug on it by mistake.

As far as actually using the DriveFX, performance is a mixed bag. I tested the wheel with PGR 3 and Need for Speed: Most Wanted. Initially I had serious problems with how sensitive the control was. Any minor movement of the wheel would result in my car careening across the screen and invariably crashing into a wall/car/tree/person/small animal/side of the TV screen. I was just about ready to launch into a tirade, lambasting Logitech and cursing its very name. Then I discovered a small, black, unmarked button, hiding like a tiny rubber ninja on the left spoke of the wheel.

How about that profile, ill style?


After doing a little research (and by research I mean, looking at other reviews of the wheel) I discovered that this little black ninja button (I wish I had a little black ninja button. That would kick ass.) cycles the DriveFX through three different sensitivity settings. Apparently the settings are “Just about right”, “Freaking impossible” and “Make-me-cry impossible”. I recommend the first setting. With the sensitivity properly adjusted the wheel was a blast to use. Onscreen response was great, the pedals are easy to apply, and stay put, and the level of resistance on both was comfortable.

When it comes to the “Axial Feedback” function, I have mixed feelings. It is clearly more sophisticated than standard rumble features, providing shaking left to right as well as resistance to turning where appropriate. The problem with this feature is that overall the force of the feedback was pretty weak. I think the unit would benefit from stronger motors. Still, the sophistication of the feedback definitely adds a level of immersion to the game that really does make play much more enjoyable.