Allan,
I cannot comment on your option 1 as I only own the MS FF Wheel. However,
for what they're worth here are my feelings after using the wheel in a
number of games:
Build Quality: Excellent. The wheel is well built & robust and has a
wonderful quick release clamping arrangement able to accommodate a wide
variety of desk thickness'.
Ergonomics: Nice thick 'small diameter' wheel (which the wheel in my
Mitsubishi was the same dimensions!). 6 buttons on the wheel fascia - 3
within reach of each thumb & 2 F1 type paddle shifters positioned perfectly
(at least for my hands - av. size).
Pedals: Excellent wide base giving good grip. However, in the heat of the
race you'll preferably want them 'up to the wall' where possible. Where
supported the pedals & wheel are best set to 'analogue' control for the best
'progressive' feel. Some have reported stuffing squash ball, etc. under the
pedals to try & simulate brake resistance - personally, I just use them as
they are.
FF: Very much dependent on the software title (see below). However, with
none FF titles the MS software still supports an adjustable 'electronic
spring' that gives wheel centering. The strength of this can be adjusted to
ones own preference. However, this can have the effects of masking the FF
effects & 'road feel' if set too high in FF titles. (See Colin McRae below).
Colin McRae: At first I was disappointed by this as I had the 'Electronic
Centering' cranked up to full. This masked the effect of the FF and made it
seem 'weak' even when set to full. However, when I reduces the spring to
it's lightest setting (still gives good centering but without building up
the Popeye biceps) the transformation was marked. The implementation of FF
is the best I've felt to date. It's subtle, possibly disappointing at first
(if one is expecting 'dramatic' effects). However, one quickly comes to
appreciate the subtly in the implementation, it's ability to convey the
'feel' of different surfaces, degree of traction, etc. About the only thing
one could ask for (if one really wanted to split hairs) would be a bigger
'crash impact' when you slam into a wall or tree - it happens! (well to me
at any rate). It should be possible as you get quite a jolt when you 'Roll'
the damn thing ;o)
NFSIII: Again an excellent FF implementation but with a much more 'Arcadey'
feel. It's amusing to feel the road vibration increase as the car picks up
speed not to mention the effects such as 'cobbled streets' or 'wooden
bridges' (wonderful!). However, I was disappointed in the 'collision impact'
when attempting to force other cars off the road - somehow I expected this
to be the best bit (especially in pursuit mode) but it's very weakly done.
MotoRacer2: Yeah, I know it's a bike game but the wheel really does enhance
the feel of the game (far better than the MS FF Joystick - crap!). Only for
those that play in first person mode however. (I think the game would have
received far better reviews from the PC press if some of their reviewers had
actually discovered this existed).
F1RS: Poor, apart from the rumble strips I can't see what else is there!
TOCA2: At first I thought this was poor - similar to F1RS above - just
bigger rumble strips! Given how much I'd liked the implementation in CMR I
was surprised. However, I should have known better. Again with the lighter
centering setting one can actually feel the car move & slide about - or at
least it gives the 'impression you can' (which after all IMHO is the whole
point - I'd never say the FF is accurately representing any 'physics model'
it just make the whole experience 'feel more real', more involving &
ultimately therefore more enjoyable).
Hope this helps.
Regards
DM