---
title: "Forget Sticks: This Controller Uses a Tiny Direct-Drive Force-Feedback Wheel"
date: "2026-01-06"
modified: "2026-01-06"
authors:
  - name: "Adam Ismail"
    job_title: "Senior Editor"
    link: "https://www.thedrive.com/authors/adam-ismail"
url: "https://www.thedrive.com/news/forget-sticks-this-controller-uses-a-tiny-direct-drive-force-feedback-wheel"
categories:
  - "Culture"
  - "News"
  - "Video Games"
---

# Forget Sticks: This Controller Uses a Tiny Direct-Drive Force-Feedback Wheel

![Gamesir Codename: Swift Drive controller](<https://www.thedrive.com/wp-content/uploads/2026/01/Screenshot-2026-01-06-131643-copy.jpg>)
*\<em\>Gamesir via YouTube\</em\>*

[Sim racing](<https://www.thedrive.com/category/video-games>) is an expensive hobby, but at least it's a pretty easy one to wrap your head around. You buy a steering wheel and pedals, maybe something to mount them to, and then you're quite literally off to the races. But what if you don't have the room, the money, or can't physically play with all those inputs? Gaming peripheral maker GameSir might have the solution: a controller with a mini force-feedback steering disc, powered by a direct-drive motor.

The moment I learned about this thing, I was fascinated. See, steering wheel controllers have existed for a long time, and their execution and intuitiveness tend to be hit or miss. But what makes GameSir's prototype here—called "Codename: Swift Drive" and just unveiled at CES 2026—unique is the force feedback system powering it.

Like the best sim racing wheels of today, this tinier, thumb-steered version incorporates a direct-drive motor, rather than gears or pulleys, for more linear and precise feedback. It also strikes me as a reincarnation of Namco's Jogcon, a controller made by the game developer and publisher for the original PlayStation, that was specifically designed for *Ridge Racer Type 4*.

Similar to the Swift Drive, the Jogcon had a big rotating disc that would jerk counter to the player's inputs to convey oversteer, but the feedback was weak and vague, which shouldn't be terribly surprising given that we're talking about a 30-year-old accessory. The Jogcon was barely supported—only *R4*, *[Ridge Racer V](<https://www.thedrive.com/news/all-i-want-for-christmas-is-a-ridge-racer-v-sequel>)*, and Infogrames' *V-Rally 2* were explicitly designed to take advantage of its unique capabilities—and, though it may be sacriligeous to say as a *Ridge Racer* fan, I never got to grips with it.

![Picture of a Jogcon controller sitting on top of Ridge Racer game cases](<https://www.thedrive.com/wp-content/uploads/2026/01/IMG_1675-copy.jpg>)
*My Jogcon. Much as I don't enjoy using it, it's a very cool piece of hardware. *Adam Ismail**

The Jogcon could feel good when I nailed a drift just right, but centering the vehicle between the corners always felt like a chore to me. Plus, *Ridge Racer* isn't a series that has ever lent itself well to realistic automotive inputs. The physics system is about as arcadey as racing games get, so it only makes sense that it feels most at home with a directional pad or analog stick.

Still, I believe there's got to be something to this idea, and maybe GameSir can finally realize it with modern tech. In the video the company [posted to X](<https://x.com/mygamesir/status/2007726564172280205>), a player smoothly navigates the Nordschliefe in a Schumacher-era Ferrari F1 car, hitting most of the apexes and never spilling. Speaking of which, I would hope this direct-drive disc doesn't pull with torque proportional to direct-drive steering wheels, because I'm just wincing thinking about the potential for thumb injury.

https://twitter.com/mygamesir/status/2007726564172280205?s=20

It should be said that those shift lights are cool too, even if they're almost guaranteed to be out of the player's line of sight to the display, unlike on a real steering wheel. It's the sentiment that counts. [According to *GamesRadar*](<https://www.gamesradar.com/hardware/gaming-controllers/gamesir-is-putting-a-direct-drive-sim-racing-wheel-on-a-controller-all-because-a-high-schooler-developed-it-in-their-dorm-room/>), the Swift Drive was developed by a high-school student who happened to be fluent with a 3D printer. They took their work to the company, and the rest is history. I hope to try it out someday, assuming GameSir puts it into production.

*Got any weird racing game controllers on hand? Tell us about it at tips@thedrive.com*

## Author
Adam is a Senior Editor at The Drive, concentrating on curating and developing the site's slate of daily journalism, from initial pitch to final copy edit. When he's not at his desk researching leads and working with writers, he's testing vehicles or reviewing racing games, new and old. He joined The Drive in 2023, following seven years of covering consumer technology and cars. A car lover and gamer since his earliest memories, Adam came to know the automotive world through video games. First it was Daytona USA, Sega Rally, and Ridge Racer; then came Need For Speed, which inspired an encyclopedic knowledge of '90s supercars, and, of course, Gran Turismo. If not for them, he'd assuredly be doing something else right now. Adam is based in the suburbs outside Philly, where there are ample roads for his hot hatch to stretch its legs. In his car, he's probably listening to indie rock, drum and bass, or Yankees baseball.

### Author social links  
[Bluesky](<https://bsky.app/profile/aismail.bsky.social>)  
[Instagram](<https://www.instagram.com/pioneerspine/>)  
[LinkedIn](<https://www.linkedin.com/in/aismail1/>)