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The detail we can extract from the software, combined with a much greater tuning range within the hardware is the stand out difference. This detail in turn gives us the abilitty to tune the weight, the feedback, immersion level and crucialy the speed at which the hardware communicates back to us.
An Xbox, Playstation or lets be honest, connecting any steering wheel and pedals to a PC is going to give he same result... a vague game like driving experience. The ability to tune is what turns a driving game into a driving simulator.
There is no getting away from the fact practice makes perfect! Once we learn to drive our simulator with the same responsibility and focus we drive a real car, then no question the answer is yes. After all... cars are all abouts physics/dynamics/environment and no have zero interest in what we want to do them!
Drive a simulator like a game and it will remain a game nad says a lot about the focus/attitude/understanding that is being taken to the real world track! Top line racing drivers are naturally good in simulators which tells us one simple thing, they apply discipline and understanding to their driving which the simulator requiresall the time, just as in the real world.
The hardest part of driving in simulator is not the lack of seat of the pants movement, it is the lack of consequences. These consequences are in our face in a real car so encourage us to apply discipline, make us focus and make us slow down when we are over driving. A simulator cannot give this fear factor although the physics behind the car and track remains almost exactly the same. This is why really good real world drivers are also very good in a simulator.
Hardware and therefore tuning detail.
Some companies charge significant sums of money for their simulators and to be brutaly frank the only unique part in these simulators is the cockpit and "reinventing" the pedal design to look more custom.
Moving from good quality entry level simulation hardware to the highest end hardware will not specificaly make most people faster. It will however, offer more tuning capability and therefore improved immersion. For some, that makes the simulator easier to understand.
So in short, the more expensive a simulator gets the more impressive it becomes.
This is a subjective area and largely depends on the space available and your expectation.
Triple monitors do offer the best immersion because they take up more of a visual area. They do not offer any more than this. However, Triples can be more complicated to set up and maintain.
If space or practicality of ownership is important then a single 49" Super Ultra Wide monitor is the way to go as they offer all the field of view we need without the space consumption. A top end 49" SUW is more valuable and easier to own than any triple but you are always aware you are looking at a monitor
VR is easily the best for pure immersion, however VR creates lots of practical issues. Considering the importance of looking ahead in racing, the pixilation can be a limit alongside the practicailities of tuning and adjusting settings which can be a problem if you take sim racing seriously.
Put simply, motion is a nice but no more than a very expensive toy for a simulator. It adds nothing of relevance to our real feel for the drive after an initial "wow thats interesting" period.
Please let me explain...
A real car doesnt just roll or yaw when it corners, it doesnt just move corner weight either. It has a continious, building or decreasing motion of Yaw and G force. A motion rig cannot achieve this without lot's of space and an exagerated roll movement to replicate the weight behind the roll and the ability to completely remove the outside world from the visuals.
Any competant driver will soon start rulling out the unwanted "signals" from the simulator setup and focus on the ones that matter.
So yes, motion feels brilliant on first goes, but at upwards of £8000 for a decent system on top of the simulator cost you have to question its value beyond gaming.