Every platform type
2DOF / 3DOF / 4DOF / 5DOF / 6DOF — actuator, gear or slide kinematics. One software, any hardware. Switch between geometry, axis count and motion envelope from the UI without flashing firmware.
Reads telemetry from any modern racing or flight title, predicts the next motion frame with AI, and drives our multi-axis controllers in real time. Sixteen years of in-house development.
Stock motion software reacts to what just happened on screen — G-Control predicts what's coming next. Our AI sees where the car or the aircraft is going and moves the platform ahead of the image, so what your body feels lines up with what your eyes see in the headset. No delay. No motion sickness. And the same app drives a 2DOF home cockpit, a 3DOF actuator set or a full 6DOF platform with all six axes of motion — actuator, gear or slide kinematics, configured per project.
2DOF / 3DOF / 4DOF / 5DOF / 6DOF — actuator, gear or slide kinematics. One software, any hardware. Switch between geometry, axis count and motion envelope from the UI without flashing firmware.
G-Control's AI doesn't wait for the next frame — it predicts it. The rig is already moving when the image hits your eyes, so what you see and what you feel land together. Zero perceived lag. No motion sickness. The end of the delay that breaks immersion on competitor systems.
Codemasters (GRID / DiRT / F1 / WRC), Assetto Corsa, ACC, AC EVO, iRacing, Le Mans Ultimate, MSFS, DCS, NoLimits 2 and more — auto-detects the running game, auto-patches its config files and auto-starts the telemetry reader.
Surge→Pitch, Sway→Roll, Heave bumps, Traction-loss to yaw/roll, ABS, gear-shift jolt, engine vibration, suspension travel, rumble strips, Wind FX1/FX2 — plus a custom 9×6 Mix Matrix for engineers who want full control.
UDP, COM, CAN, multi-device — plus custom protocols (Binary / Decimal / Hex, 8 / 16 / 32 bit). Drives our own controllers and works with any third-party or in-house hardware you already have.
Built-in virtual SteamVR tracker keeps the headset stable on a moving platform — no Vive Tracker, no Witmotion sensor, no extra base stations. Works with Quest, Pico, Vive, Varjo and Pimax.
HPF washout filters, per-axis gain and limit curves, autorun, system tray, high-priority sender thread, Light / Mid / High motion modes — exposed in the UI for operators to tune per venue, pilot or use case.
Hardware-bound licences for fleet deployments. Ships pre-configured with every Active Game simulator and is available standalone for OEM integrators building on third-party motion hardware.
G-Control — one program for every platform, every game, every controller.
Operator UI, telemetry plots, per-axis tuning panels and motion-cueing curves.
G-Control ships with every Active Game simulator and is available as a standalone licence for OEM integrators. Contact us for SDK access and integration support.