I wonder did Fanatec have to secure royalties or an agreement with Logitech to be able to "emulate their product"?
It is very interesting situation, especially in light how actual force feedback and wheel SDK technology Logitech is using for their models (DFP, DFGT, G25, G27...) is not their own technology, but licensed as part of TouchSense FFB SDK owned and patented by Immersion Co.
What is part of "Logitech SDK" are actual "PS-mode" libraries that allows Logitech models to be used by PS2/PS3 consoles and properly recognized through HID/USB.
But on top of it there is issue with TouchSense, which is far more interesting IMO
Was the reason not to have a proper PS license ever been explained? Then again it seems if Fanatec had compatibility ensured then they didn't really need official licensing, what you reckon guys?
I think it is part related to "Logitech SDK/PS mode" where even G25/G27 models by Logitech were never actually licensed for PlayStation usage, but they somehow were compatible and later even given official recognition by console in various games. I *presume* it is part of the TouchSense relationship that lays in the triangle of Immersion Company > Sony > Logitech, but we can't know for sure.
I remember SHIFT2 released not long after T500RS appeared and it was one of the titles that didn't offer FFB. Talk about a mess, eh. Thrustmaster had an official licensed wheel that didn't have full proper support with developers at the time.
It was because T500RS actually do not use TouchSense SDK - as almost ALL OTHERS PS2/PS3 wheels were (are) using, but it is using its own proprietary SDK (closely related to HEART BIOS), so developers had to actually implement new SDK in their games before T500RS could be used. Logitech wheels have been supported by default (and Fanatec with them) because TouchSense SDK has been supported by PS2/PS3 games as wheel-related HID/USB SDK for more then 12 years now.
Yet the Fanatec wheels had no licence but no problem with the FFB with its emulation. Makes you wonder how/why Thrustmaster didn't have to ensure full compatibility with traditional FFB coding previous games used. It highlighted perhaps the policies Playstation has that the T500RS had compatibility issues even though it was an "official product" until developers added the new support it required. This I believe appeared with Dirt 3 and then most/all racing games since on PS3.
Fanatec emulates already existing and implemented SDK, while T500RS introduced brand new SDK that had to be implemented into games, as explained above. Although it was "official wheel" on release in order to make it work, SDK had to be implemented. It was GT5 - of which T500RS is actually "official steering wheel" - that introduced support as first, DIRT 3 followed and other games later. I am not 100% sure (I do not have T500RS in my permanent ownership) but I think how some PS3 driving games actually do not support it even today (like Ferrari Challenge or even very recent release Test Drive :Ferrari Racing Legends, released in 2102).
Also, interesting details is how it was actually a Immersion Co. that prevented usage of TouchSense SDK and API libraries on PS3 in times of PS3 release because dispute it had with Sony regarding usage of their TouchSense patents for *powering* rumble and FFB effects in PS2 controllers and PS2 wheels back in PS2 era. If you remember, first PS3 controller - Sixasis - didn't have rumble and PS3 didn't even support FFB wheels back in time (both F1:CE and GT:HD demo didn't support FFB effects on wheels when released). Only after Sony solved dispute (it was multi-year trial) and paid astonishing royalties (121 million $) the rumble&FFB support were introduced on PS3 via update and with new DualShock3 controller.
Interesting subject nonetheless