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Start with the preset that already feels controllable, then change only one steering control at a time. In The Crew Motorfest, dead zone, linearity and highest affect how your controller stick or wheel movement becomes steering. There is no Ubisoft-published number that is best for every device, car or driving style. A repeatable before-and-after test is more reliable than copying someone else’s values.
Which Motorfest controls affect steering?
Ubisoft exposes adjustable control presets and individual values for steering, throttle and brake. Depending on the active device and preset, you may see linearity, dead zone and highest controls, plus vibration and driving-assist options. The exact list and presentation can differ between controller and wheel configurations, so select the input device you are actually using before judging a setting.
Dead zone
Dead zone is the portion of input around the resting position that the game ignores. A larger value can stop a drifting analog stick or a wheel that does not sit exactly at center from steering the car while you are not touching it. The trade-off is a less responsive area near center. A smaller value preserves more of your available travel, but it can expose unintended input from worn hardware.
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Linearity
Linearity shapes the response across the stick or wheel’s travel. It determines how quickly steering builds as you move away from center and how much of the input range is reserved for finer control. The official descriptions name the control but do not document its exact algorithm, so treat the value as a response-shaping control rather than assuming a particular mathematical curve.
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Highest
Highest is the game’s exposed maximum input threshold or value. It matters when the physical control reaches its end before the game registers full steering, or when the control reaches its maximum too early. Check it alongside the real movement range instead of changing it in isolation.
Wheel-only features
For supported wheels, Ubisoft documents dynamic wheel range and dynamic force feedback. Dynamic wheel range can adapt the in-game steering range, while dynamic force feedback provides feedback tuned for supported steering wheels, the vehicle you use and the parameters you select. These features are separate from the basic linearity, dead zone and highest adjustments.
A repeatable tuning process
Use this sequence whenever you change a device, a preset or a major game update. It is a practical method for isolating causes, not a Ubisoft-certified test protocol.
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- Confirm the active device. Make sure Motorfest is reading the controller or wheel you intend to tune. If a wheel and gamepad are connected simultaneously, verify which input is active before changing values.
- Choose a controllable preset. Begin with the preset that lets you make the steering adjustments you want and that already feels predictable. Do not start by copying a community screenshot; values that work on a different device may feel wrong on yours.
- Record the starting values. Write down steering dead zone, linearity and highest, along with any wheel range or force-feedback values you plan to change. A phone note is enough and gives you a way to undo a change.
- Reproduce the same situation. Use the same car, road type and corner each time. A medium-speed paved corner is useful for judging steady steering; a tighter corner can reveal whether the response becomes abrupt near full lock. Keep assists and driving conditions consistent while comparing settings.
- Change one steering value. Move only dead zone, linearity or highest by a small increment. Drive the same corner again and note whether the car responds earlier, later, more smoothly or more abruptly.
- Keep or revert deliberately. If the change solves the specific complaint without creating a new one, keep it and record the new value. Otherwise restore the previous value before testing the next control.
- Check full travel. With the vehicle stationary or in a safe test area, move the stick or wheel through its complete range. Confirm that the game reaches full left and right input and that the center is stable. Use highest only to correct a mismatch between physical travel and the response you see.
- Recheck after updates. Save your preferred values and look at them again after a patch. Ubisoft’s Season 7 notes specifically state, “Fixed Steering Deadzone not being at intended default value,” so a value that appears unchanged may not behave as you expect after an update.
Controller settings for steadier steering
If the car reacts to the tiniest stick movement
Reduce the abruptness with a small linearity adjustment, testing each change in the same corner. If the stick is producing input while untouched, increase dead zone only enough to stop that movement. A large dead zone can make the first part of a correction feel numb, so do not use it as a substitute for fixing a physically drifting controller.
If the car feels slow to turn near center
Test a smaller dead zone when the stick is centered reliably. Then adjust linearity incrementally if the response still builds too slowly or too quickly. Check highest if the stick reaches its physical edge but the game does not appear to reach full steering.
If full lock arrives too early
Inspect highest and the linearity response together. The objective is for the game’s full steering range to line up with the stick’s usable travel. Change one value, repeat the same corner and confirm that the car is still controllable in gentle bends as well as tight turns.
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Grip versus drifting
There is no single controller setup that is automatically correct for grip racing and drifting. Grip driving generally rewards a predictable center and smooth corrections; a drift tune may deliberately favor a faster response for catching and holding slides. Treat the driving style as a reason to choose a different feel, not as proof that a particular number is universally superior. Test the setting in the activity you actually play.
Wheel settings and hardware checks
Separate game settings from wheel software
Motorfest’s linearity, dead zone and highest values are in-game controls. A wheel’s own driver or hardware configuration is a separate layer. Ubisoft’s documentation confirms dynamic wheel range and dynamic force feedback for supported wheels, but it does not establish current driver menus or per-model numerical recommendations. Change one layer at a time so you know which adjustment caused a difference.
When a wheel feels twitchy
Start by checking whether the wheel is centered and whether the game is receiving unintended input at rest. If the center is stable, use a small linearity change and test a constant-radius corner. A community post describes the experience as “Motorfest is really twitchy on it,” while another says, “The tiniest turn of the wheel makes the cars turn way more than expected.” Those comments show the kind of symptom to investigate, not how common it is or which value will fix it.
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Dynamic wheel range
Enable or adjust dynamic wheel range only after the basic steering response is understandable. Because the feature can alter the relationship between physical and in-game rotation, compare it in the same vehicle and corner. If you change wheel range and linearity together, you will not know which setting altered the feel.
Dynamic force feedback
Force feedback can make a wheel easier to read by communicating load and surface effects, but it does not replace correct steering calibration. Ubisoft describes it as precise feedback tuned for each supported steering wheel based on the vehicle and selected parameters. If feedback becomes distracting or masks the center, return to the last known values and test the basic input response before adding more effects.
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Supported-device qualification
Ubisoft lists the Logitech G920 wheel set as an example of supported hardware for Xbox Series X|S. That is platform-specific support evidence, not a guarantee of current retail availability, support on other platforms or compatibility with every revision. Verify the current in-game device list and your platform before buying or troubleshooting a wheel. A wheel is optional; the central handling improvements come from matching the in-game response to the hardware you already own.
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Controller versus wheel: what actually changes?
| Factor | Controller | Wheel |
|---|---|---|
| Input travel | Short analog-stick travel makes small movements significant. A stable center and careful response shaping matter. | Longer rotation can provide more physical travel, but the game and wheel must agree on center, range and maximum input. |
| Dead-zone needs | Use the smallest value that prevents stick drift or resting input. | Use a dead zone only when the wheel does not remain centered or the game reports input at rest. |
| Linearity | Shapes how quickly steering builds through limited stick travel. | Shapes the response through wheel rotation; test it after confirming wheel range. |
| Highest | Checks whether the stick’s physical edge produces full steering. | Checks whether the wheel’s available rotation reaches the game’s full input. |
| Compatibility | Usually depends on the platform and active preset. | Depends on the exact wheel, platform and current supported-device list; the G920 example is listed for Xbox Series X|S. |
| Best reason to change | Personalize center sensitivity and correct drift or missing travel. | Match physical rotation, range and feedback to the game; hardware is not required. |
Why copied “best settings” often fail
Community recommendations conflict because devices, presets and goals differ. One wheel commenter suggests linearity 0, dead zone 0 and highest 100 alongside other wheel values. A separate controller discussion recommends a high linearity range and keeping dead zones at zero unless the controller drifts. Neither is a controlled comparison, and neither establishes an optimal configuration for all players.
Zero dead zone is sensible only when the device remains quiet at rest. A high linearity value may feel smooth to one player and delayed to another. Even the same model can feel different after wear, firmware changes or a different platform. Use published numbers as hypotheses to test, not as defaults to impose.
Troubleshooting by symptom
The car steers while I am not touching anything
- Check which device is active and confirm the physical stick or wheel returns to center.
- Increase steering dead zone in small steps until the unintended input stops.
- If the device still moves at rest, inspect the hardware rather than continuing to enlarge the dead zone.
Steering is numb around center
- Reduce dead zone if the device is stable at rest.
- Test linearity separately to restore a more useful response through the first part of travel.
- Repeat the test in the same corner; a straight-line impression can hide a problem that appears under load.
The car reaches full steering before the control reaches its end
- Check highest and the wheel’s dynamic range or controller travel.
- Change only one value, then verify both gentle and tight corners.
- Confirm that a recent update did not change the stored or intended dead-zone behavior.
A patch changed the feel
Open the steering controls and compare the current values with your note. Season 7 patch notes document a correction to the intended steering deadzone default, and later behavior is not established here. Re-test rather than assuming your old value still produces the same response.
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- Active input device confirmed.
- Preset selected for the controls you intend to edit.
- Starting dead zone, linearity and highest recorded.
- One repeatable corner or driving situation chosen.
- One value changed per test.
- Center response and full travel checked.
- Grip or drifting goal identified before judging the result.
- Wheel range and force feedback tested separately from basic input response.
- Values rechecked after game updates.
Bottom line
Improving Motorfest handling is a calibration exercise, not a hunt for a universal number. Use dead zone to eliminate unintended rest input, linearity to shape how steering builds, and highest to align the game’s maximum with the control’s real travel. Controllers and wheels need different checks, and wheel features such as dynamic range and force feedback should be isolated from basic input tuning. Record each change, test the same situation and revisit the values after updates.
Quick Recap
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