Xbox 360 Logitech DriveFX Racing Wheel

Added November 22nd, 2006 by Josh Roebuck

The leader in personal peripheral technology, Logitech, releases its third product line for the Xbox 360. Logitech’s track record with gaming accessories alone has proven themselves a reliable and durable third party vendor. Leaving the level of expectations high for the DriveFX Racing Wheel with Axial Feedback, especially with the success of the Driving Force Pro for the PS2, Logitech is hoping to score big with their product.

The DriveFX comes boxed with the steering wheel console and floor attachment for foot pedals. The lack of a clutch and a manual shifter is a bit of a let down since it would have anted up the realism. Expect to play in front of a table top of some sort as Logitech’s design did not leave any room for “laptop driving.” There are two adjustable plastic hooks that protrude from the bottom of the console and cannot be removed. Why stop there? Logitech continued to cut corners as there are no rubber grips at the ends of the grasping hooks. This resulted in a few interruptions of gameplay due to movement of the steering wheel.

The steering console plugs into the Xbox 360 with a USB cable, the pedal plugs into the console with a port resembling that of a serial cable, and then the power comes out the side of the console. I experienced some issues with the Xbox 360 recognizing the device right away. I would turn the DriveFX on after the 360 and it wouldn’t make out the controller. However, if I disconnected and then reconnected the USB cable that connects the console to the 360, the steering wheel was picked up right away.

Finally, after the difficulty to get the wheel to even turn on, I was ready to buckle my seat belt and get to racing. Alas, my anticipation was quickly drowned out with more frustration. I found that the wheel wasn’t very responsive to my control requiring me to crank the wheel to try and get the car to turn, more often resulting in some sort of crash. Now with the pedals, not much can be frowned upon. The accelerator pushes down with a relative progression that seems to reflect the speed of your vehicle rather nicely.



The first game I started up was Bizarre Creations’ Project Gotham Racing 3. While the grip on the wheel is very nice and Logitech’s innovative gas-injecting molding creates a single, seamless, plastic housing, I still found my big hands moving over and bumping the buttons on the steering wheel. Nothing is more frustrating than hitting fifth gear at the straight away, on the last lap, and accidentally bumping the hand-brake button. Fed up, I went on to play Atari’s latest, Test Drive Unlimited. This MOOR is rather entertaining in itself, but spending most of my time at the base of a tree or building was a definite turn off. The steering wheel doesn’t have a problem going straight; the issue is getting it to make those slight adjustments that straighten your vehicle out. I could turn the wheel about an inch and a half to either direction without the vehicle responding, when it finally would respond it wasn’t desirably subtle.

The axial feedback system does offer a positive experience with its simple ability to slightly resist the steering, as if the wheels on the car are straining against the pavement. At least you will are able to feel the drifting as the steering wheel’s lack of control over the car sends you hurtling into buildings, trees, or other cars. I found it a little bit easier to drive with the feedback off. I also learned quickly to use both feet for the pedal system as the motion isn’t so much heal-to-toe as it is downward.

All in all, the Logitech DriveFX performed below average for me. Whilst it was fun to actually steer my car with a wheel, I found myself switching back to the controller to win the race. I’m sure racing fans out there shouldn’t have as much trouble as I did and maybe it just takes sometime to get used to. I mean, if you’re going to dish out the retail price, you better be putting in the time to get your money’s worth.

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