The Puresim G-seat

Why use motion in sim racing?

Racing Car

Drive to your full potential

In order to drive at the very limit, racing drivers do not use visual cues alone. Studies have shown that reacting to motion cues are not only far more important in developing racing proficiency, but also that drivers respond faster to tactile changes than visual changes.


Motion cues are essential in providing an instinctive connection between the driver and car. This has led to a popularity in increasingly realistic force feedback systems for steering wheel simulation and laterally to the development of motion systems for sim racing.

Detailed feedback

A common misconception with using motion for sim racing is in thinking that it is necessary to replicate the exact movements of the car or real life G-forces. In reality, motion is an additional haptic feedback in order to replicate the sensations of these forces upon the body rather than trying to replicate the original motion itself.

Motion is experienced in part by the balance organs within the inner ear, but more strongly through pressure on the skin. The brain interprets changes in the degree of skin pressure on the body as a change in acceleration of the vehicle. It is through the application of variable pressure that the Puresim G-Seat fools the brain into experiencing strong accelerations and decelerations without needing to move the seat itself.

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Upgrade your Motion Rig

Adding motion feedback to your sim racing is one of many ways to increase immersion, improve response times and gain even more enjoyment from your sim racing.


There are several types of motion system and each has its own advantages and drawbacks. Some however, like the Puresim G-Seat can be used together synergistically to overcome limitations of the other. Designed to provide the missing sensations in standard motion systems, The Puresim G-Seat is equally immersive in a static rig.

6 Degrees of Freedom

There are 6 individual degrees of freedom that can be blended together to achieve the full range of movement possible.


3 degrees of rotation

Roll - The rig tips to the side to simulate banked corners, track camber and car body roll weight transfer.

Pitch –The rig tilts forwards or backwards to simulate inclines, declines and weight transfer during braking and acceleration

Yaw – The rig rotates on a horizontal plane to simulate oversteer or understeer (traction loss)


3 degrees of translation

Heave – The rig moves up and down to simulate bumps on the track

Sway – The rig moves to the side without tilting to simulate lateral G-forces on cornering.

Surge – The rig moves forwards or backwards without tilting to simulate G-forces on acceleration and braking.

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Many motion systems are limited to the degrees of rotation without being able to move in any of the 3 degrees of translation. These use pitch and roll to try to simulate not only pitch and roll effects, but also sway and surge effects. Whilst somewhat effective, they introduce false sensations in the inner ear due to the tilting that can break immersion or even induce nausea.

Even so, whilst the accelerations provided by more expensive rigs capable of true surge and sway give a good initial sensation of G-force, they are very limited in their duration, which again can break immersion even in a top-tier motion system costing 6 figures.


If you enter a corner that gradually tightens for example, these motion systems are not capable in providing the necessary feedback due to the inherent limitations in their range of motion. This is where the Puresim G-Seat really shines as it can fill in for these shortcomings by providing not only sustained, but also variable feedback for both surge and sway.