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ScreenWay.

For stationary displays: ScreenWay emulates a head-tracking input that counteracts the live platform motion, so a desk-mounted monitor keeps the on-screen view aligned with the motion the body feels - the VR HeadWay approach, adapted for a fixed screen. ScreenWay is included with ForceSeatPM at no extra charge.

Why it exists

The rig moves. The monitor does not.

When the motion platform tilts, the operator moves with it - but the stationary screen stays put. This creates a sensory disconnect that reduces immersion.

Assetto Corsa · BMW GT2 cockpit
The same frame with ScreenWay off, Roll 1.0 and Roll 2.5.
How ScreenWay realigns the view

ScreenWay solves this by emulating a head-tracking input that feeds the game the inverse of the live platform motion. The on-screen view shifts against the rig, so the horizon the eyes see lines up with the motion the body feels, closing the sensory gap.

  1. Read the live platform motion

    ForceSeatPM already knows the live position of every axis the rig is driving. ScreenWay reads that data to drive the in-game view - no extra hardware.

  2. Send a counter-movement to the camera

    ScreenWay emulates a head-tracking input the game already supports, feeding it the opposite of the rig motion - so the on-screen horizon stays anchored to the operator, not the room.

  3. Compensate only what the rig drives

    If an effect is switched off or the platform stops driving an axis, ScreenWay stops compensating it. The camera never moves further than the platform itself.

Activation

How to Activate ScreenWay

Five steps, end to end - all inside ForceSeatPM. Only steps 2 and 3 are real clicks; everything else is navigation or confirmation.

  1. Step 1

    Open the compensation menu

    Open ForceSeatPM and navigate to Tools and Diagnostic → Motion Compensation (VR/ScreenWay).

  2. Step 2

    Enable the subsystem

    Go to the System Integration tab and enable 'Enable the motion compensation subsystem for stationary displays (ScreenWay)'.

  3. Step 3

    Open the per-profile panel

    Configuration options will appear on the profile page under 'Other → ScreenWay'. Default settings will be applied.

  4. Step 4

    Run a live session

    Activate the game profile, launch the game, and start a session. Ensure the motion platform is operational.

  5. Step 5

    Watch it compensate

    The in-game view will subtly adjust to compensate for platform movement.

Step 2: Enable the subsystem · System Integration tab - ticking this one box unlocks the ScreenWay panel on every profile.
Step 3: Open the per-profile panel · Profile > Other > ScreenWay - every game keeps its own settings, with safe defaults pre-applied.
Sanity check

Confirm ScreenWay support in under a minute

Two checks confirm whether a given game is ready to run with ScreenWay before any time goes into tuning the sliders.

ScreenWay Overwrite· fire any axis to make the in-game camera perform the compensating motion on demand.
  1. Profile probe

    Open the default profile for the game in ForceSeatPM. Under the Other tab, look for a ScreenWay sub-tab - if it is present, the title is wired up.

  2. Overwrite test

    Launch the game, enter a session, then Alt-Tab back to Tools and Diagnostic → ScreenWay Overwrite. Fire any axis (Roll works well) and watch the camera compensate - titles on joystick emulation need the axis bound in-game first.

Watch the camera, not the menu - each Overwrite pulse lasts only a moment.

Make it feel right

Five tweaks that decide whether it feels right

Activation is the easy part. These adjustments separate a setup that clearly compensates from one where the on-screen view barely shifts even as the platform tilts.

Lead with Sway & Yaw

On rigs with those axes, lead with Sway and Yaw; on a 3DOF rig start with Roll and Pitch, then Heave.

Smoothness slider

If compensation feels abrupt, raise Smoothness for a more fluid camera response.

Aim for higher FPS

ScreenWay tracks platform motion more accurately when the game renders at a high, stable frame rate.

Sit close to the screen

Positioning the rig as close to the display as comfortable amplifies the perceived effect.

Try negative Roll

A negative Roll Compensation value feels more intuitive to many users - worth A/B testing in one session.

The full per-parameter reference lives in ForceSeatPM → Help and Tutorials → ScreenWay.

Requirements & Limitations

A short checklist worth skimming before switching ScreenWay on. The flagged (amber) items are the ones that cause most support tickets.

  • Not needed if screen is mounted on the rig

  • Game must expose a camera-control API for ForceSeatPM to drive

  • ForceSeatPM must be running on a live, operational platform.

  • Active motion effects are necessary for compensation

  • Cannot be used simultaneously with VR HeadWay

  • Some games apply their own camera smoothing that can fight ScreenWay's fast-motion output

  • Primarily optimized for cockpit/in-car camera views

  • Bounded by the available platform DOFs - Yaw and Surge need a QS-CH2 add-on or 6DOF rig

In practice

The same compensation, on a live rig

Everything above describes ScreenWay. None of it can show the thing itself: a still frame cannot hold a horizon steady while a platform moves under it. Footage can.

Adrenaline Xperience Racing Center · QS-CH2 platform
The clip was not shot to demonstrate ScreenWay - it simply runs with compensation on, which is the useful part: when it is working, there is nothing to notice.
FAQ

Quick answers

Questions not covered here reach the team via the contact form below.

No. ScreenWay only solves the disconnect between a moving rig and a stationary display. If the screen travels with the platform, the operator and the on-screen horizon are already aligned - the subsystem becomes redundant.

No - the two are mutually exclusive. ScreenWay handles a stationary monitor; VR HeadWay handles a headset's head tracking. Each session uses one or the other, never both.

ScreenWay works with titles that expose a camera-control API for ForceSeatPM to drive - most major racing and flight simulators (Assetto Corsa, iRacing, rFactor 2, Automobilista 2, Microsoft Flight Simulator and more). The Profile probe and Overwrite test above confirm whether a title is wired up before tuning begins.

It can only compensate motion the platform is actually generating. A 3DOF rig cannot compensate axes it does not have, such as Yaw or Surge - those need a platform that drives them, like a QS-CH2 or a 6DOF system.

The overhead is negligible. ScreenWay reads platform telemetry and feeds the game a single head-tracking update per frame, and it performs best when the game already renders at a high, stable frame rate.

Compensation stops on every axis the platform stops driving. Motion-Lock brings the platform to a halt, and with no motion left to mirror, the on-screen view settles to a level horizon.

Describe the project being built.

Quick question or a full simulator project - the team reads everything.

What happens next?

< 1 business day

Confirmation & initial review

A dedicated account manager reads the message directly.

2-3 business days

Technical assessment

The team analyzes feasibility and prepares questions or an initial concept.

5-10 business days

Proposal delivery

Detailed technical proposal with a platform recommendation, transparent pricing, lead time, and integration timeline.

Ongoing

Team support

Ongoing support from the team behind the recommended platform - for the life of the project.