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Community Research
Data Analysis
Open Data

Four Sim Racing Surveys, 2,364 Responses: What the Data Actually Says

May 2022 - Present
18 min
Alp Yalay
XLinkedIn
Role
Survey designer, analyst and author
Tech Stack
Google Forms, Python, pandas, Matplotlib, Codex, NotebookLM
Data Scope
4 editions: 2022, 2023, 2025, 2026
Dataset Scale
2,364 responses (619 / 715 / 615 / 415)

I posted a hardware questionnaire on r/simracing for a university assignment in 2022 and forgot about it. Four editions and 2,364 responses later it is the closest thing the community has to a public census. This is what changed, what I got wrong the first time, and everything the numbers cannot tell you.

1. A University Assignment I Forgot About

In May 2022 I put together a sim racing hardware questionnaire for a university project, posted it to r/simracing, and stopped thinking about it. When I opened the sheet again there were 619 responses in it. People had not just filled in the form, they were asking in the comments when the results were coming and how their setup compared to everyone else's. Nobody publishes this data. Hardware manufacturers know their own sales and nothing else, and the community had no way to see itself.

So I ran it again in 2023, missed 2024 entirely because I ran out of time that spring, and picked it back up in 2025 and 2026. Four editions, 2,364 responses, all of it public: the raw sheets, the questions, the analysis and the write-ups. It is not market research and I do not pretend it is. It is a self-selected snapshot of the people who read a particular subreddit on a particular week, which is a real limitation and also the only reason it exists at all.

2. What Made the Data Hard

The questionnaire is easy. Making four editions comparable is not, and most of the work sits here:

Brand Names Are Free Text

People type what they own, not what the option list expects. A single wheelbase arrives as 'Simucube 2 Pro', 'sc2 pro', 'simu cube' and 'simucub'. I standardize with a dictionary of regex rules per brand family rather than fuzzy matching alone, because fuzzy matching quietly merges things it should not: Simagic and Simucube are a few characters apart and are not the same company. Every mapping rule sits in the analysis script, so a wrong roll-up can be found and argued with.

The Answer Sets Changed Between Editions

Later editions added options that earlier ones never offered. 'Ultrawide monitor' was not its own choice in 2023. 'Aluminium profile rig' was not listed before 2025. That means some of the sharpest looking growth in this dataset is partly a question-design artefact, and I mark those cases in the charts instead of letting the line speak for itself. Where the wording moved too far, I compare 2025 to 2026 only and say so.

Single-Select And Multi-Select Do Not Mix

Spend, age and rig type are one answer per person, so they sum to about 100 percent. Wheelbase brands, display setups and game titles are multi-select, so they sum to whatever they sum to. Treating those two kinds of question the same way is the fastest route to a chart that is confidently wrong, so the charts here label which is which, and every percentage uses valid responses for that question rather than the raw response count.

3. How An Edition Actually Runs

Three steps, repeated each year, deliberately boring:

01. Write, Post, Wait

The form goes up on r/simracing, stays open for two to three weeks, and gets one reminder post. I keep question wording identical to the previous edition wherever I can, because every improvement to a question costs me a trend line.

02. Clean, Standardize, Cross-Check

A Python script loads each edition's CSV, drops obvious joke rows from the category summaries while leaving the raw response count untouched, standardizes brand and category spellings, and writes out one table per question. Joke answers are excluded from category reporting, not from the headline counts, which is why some n values sit slightly below the response total.

03. Publish Everything

The results go back to the subreddit as a plain post with the caveats at the top, and the raw sheet link goes with them. NotebookLM is useful for reading through hundreds of open-text comments quickly, but nothing it produces becomes a number in the report.

4. What The 2026 Edition Changed

The Numbers That Moved

Moza led the 2026 wheelbase sample at 24.1%, ahead of Fanatec at 21.7%, Logitech at 17.9% and Simagic at 17.2%. Setups worth $2,000 or more reached 59.5%, up from 29.4% in 2022. Le Mans Ultimate went from 28.1% to 44.7% and became the most played title in the sample, while Assetto Corsa Competizione fell 21.8 points to 23.9%. Primarily multiplayer use rebounded from 56.4% to 70.4%.

2,364
Total Responses
4
Editions Since 2022

The Conclusion I Had To Walk Back

"After the 2025 edition I wrote that sim racing had an aging problem: estimated average age had jumped to 37.9 and the under-25 brackets had collapsed. The 2026 edition put average age back at 35.1 and the 25-34 bracket back at 37.1%. The sample is still older than it was in 2022, but the cliff I described was mostly the shape of one year's respondents. That correction is the most useful thing four editions have produced."

5. The Data, Edition By Edition

Every chart below is interactive and reads from the same cleaned tables the Reddit posts use. The caveats come first because they change how you should read the rest.

How to read these numbers

Four things, and they apply to every chart on this page.

This is a self-selected sample. Nobody was randomly chosen. These are people who read r/simracing during the two or three weeks the form was open and felt like answering. That skews toward the engaged end of the hobby, and probably toward people with hardware they are pleased about. It is a snapshot of a community, not a measurement of a market.

There is no 2024 edition. I ran out of time that spring and skipped it. The trend charts show a labelled gap at 2024 rather than drawing a straight line through a year that does not exist.

Percentages use valid responses for that question, not the raw response count. Someone who skipped the spend question is out of the spend denominator. That is why the n values under each chart usually sit a little below the edition totals, and why obvious joke answers are dropped from category summaries but not from the headline response counts.

Multi-select questions do not sum to 100. Wheelbase brands, display setups and game titles all allow several answers, so a share means "percent of respondents who picked this", and a year can easily add up to 160. Spend, age and rig type are one answer each and do sum to about 100.

The cleanest comparison in the whole dataset is 2025 to 2026, because the wording barely changed. Anything reaching back to 2022 is doing more work and deserves more suspicion.

The sample, four editions deep

0
Responses across four editions

2022: 619 · 2023: 715 · 2025: 615 · 2026: 415

0.0 yrs
Estimated average age, 2026

Bracket midpoints, n = 413. It was 29.2 in 2022.

2.7
0.0%
Setups worth $2,000 or more

29.4% in 2022. The share has risen at every edition.

+30.1 pts
0.0%
Moza wheelbase share, 2026

0.5% in 2022. Moza leads the 2026 sample.

+23.7 pts

The 2026 edition is the smallest of the four at 415 responses. I posted it once and reminded once, the same as always, and it landed in a quieter week. Smaller n means wider error on every number below, particularly on the small categories, which is why I am not going to make anything of a two point move.

Wheelbases: the clearest market story in the data

If you only look at one chart, look at this one. Direct drive went from an expensive enthusiast choice to the default, and the brands that owned the entry level in 2022 are not the brands that own it now.

The long arc is more dramatic than any single year. Logitech fell from 38.5% to 17.9% across the four editions. Thrustmaster fell from 26.6% to 5.8%. Moza rose from 0.5% to 24.1% and Simagic from 2.3% to 17.2%. Fanatec is the interesting one: it led in 2023 at 32.2% and has drifted down to 21.7% without ever falling off, which reads less like collapse and more like a crowded market.

One number in there is doing quiet work. "Controller or no wheel" was 26.1% in 2022 and is 4.6% in 2026. I do not think a quarter of sim racers threw away their gamepads. I think the survey's audience shifted toward people who own wheels, which is exactly the kind of self-selection drift a community survey cannot correct for.

Money: the sample keeps moving upmarket

This is the most consistent trend in the dataset. It has gone the same direction at every edition, with no year that even paused.

Rolled up, the three thresholds move together and none of them turned around:

I want to be careful about what this means. It does not mean sim racing got twice as expensive. It probably means some mix of three things: hardware genuinely moved upmarket, existing respondents kept spending over four years, and the survey drifted toward the people most invested in the hobby. The data cannot separate those, and anyone telling you it can is selling something.

Age: the cliff that was not there

After the 2025 edition I wrote a paragraph about an aging problem. Estimated average age had gone from 29.2 in 2022 to 37.9 in 2025, the under-25 brackets had collapsed, and the story wrote itself: young racers were getting priced out. It got a lot of agreement in the comments, which should have made me more suspicious rather than less.

Then 2026 came back at 35.1 and the bracket detail undid most of the story:

So the honest read is narrower than what I published in 2025. The sample is still much older than it was in 2022: 18-24 is 11.6% now against 26.6% then, and 14-17 is 3.9% against 11.4%. That gap is real and it has not closed. But 2025 was not the start of a slide, it was one unusually old wave, and I described it as a trajectory when I only had a point.

How people race: multiplayer came back hard

The single cleanest 2025 to 2026 result, and one where the wording did not move.

Underneath, every multiplayer category grew and single-player gave back everything it gained:

How people race, 2025 to 2026
20252026
Ranked / competitive multiplayer
+7.9 pts
Casual lobbies / daily races
+4.4 pts
League racing
+1.6 pts
Single-player
−12.5 pts
20252026
Ranked / competitive multiplayer24.4%32.3%
Casual lobbies / daily races21.1%25.5%
League racing10.9%12.5%
Single-player40.5%28.0%

Ranked racing was the biggest single gain. Session length barely moved over the same period, so this is a change in what people do in the rig, not how long they sit in it.

1-2 hour sessions stayed the default at 62.1% in 2025 and 64.3% in 2026.

I do not have an explanation for this and I am not going to invent one. A fourteen point swing back in a single year mostly tells you how much a self-selected sample can move on its own.

What people race: Le Mans Ultimate took the top spot

The year-over-year movement is sharper than the ranking:

Biggest title moves, 2025 to 2026
20252026
Le Mans Ultimate
+16.6 pts
iRacing
+3.3 pts
Automobilista 2
−1.2 pts
Assetto Corsa
−6.0 pts
Rally (WRC / DR2 / RBR)
−11.7 pts
Assetto Corsa Competizione
−21.9 pts
20252026
Le Mans Ultimate28.1%44.7%
iRacing31.2%34.5%
Automobilista 230.4%29.2%
Assetto Corsa42.5%36.5%
Rally (WRC / DR2 / RBR)28.9%17.2%
Assetto Corsa Competizione45.8%23.9%

Le Mans Ultimate gained 16.6 points and became the most played title in the sample. Assetto Corsa Competizione lost 21.8, the sharpest fall anywhere in four editions of this survey.

Multi-select, so a respondent appears in several rows. Rally combines EA Sports WRC, DiRT Rally 2.0 and Richard Burns Rally.

Disciplines barely moved by comparison. GT racing sat at 75.0% and 75.2%, open-wheel stayed around 40%, endurance ticked up from 28.0% to 29.9%. But 2026 also added Prototype/Hypercar, spec series and road-car categories that did not exist before, which mechanically pulls share away from the older options. That is the answer-set problem from section two, and it is why the discipline numbers are in a paragraph rather than a chart.

Experience against spend

The one cross-tab worth keeping. Nothing here is surprising, which is the point: it is a sanity check that the sample behaves the way you would expect.

Each row sums to about 100%

Experience level against total spend, 2026

Total spent on the setup, 2026

<$500
$0.5–1k
$1–2k
$2–5k
$5–10k
$10–30k
$30k+
n/a
Beginner
Intermediate
Advanced
Esports / pro

Experience

lower sharehigher share
Experience<$500$0.5–1k$1–2k$2–5k$5–10k$10–30k$30k+n/a
Beginner19%30%19%14%8%5%0%5%
Intermediate7%17%20%32%17%7%0%0%
Advanced6%7%9%40%21%12%1%3%
Esports / pro0%25%0%50%25%0%0%0%

Beginners cluster under $1,000 (48.6% of them). Advanced respondents concentrate in the $2,000 to $10,000 range (61.8%) and carry a much larger $10,000-plus tail. The esports row is a handful of people and should be read as a curiosity, not a finding.

Row-normalized from the 2026 responses. Self-reported experience level, so the boundaries are the respondent's own.

This does not mean expensive hardware makes anyone faster. It means the people who have been at this longest have bought more equipment, which is what you would guess before opening the data. I include it because a cross-tab that confirms the obvious is a useful signal that the cleaning did not break something.

Screens and rigs, with a warning label

VR is the quieter story. It peaked at 31.7% in 2025 and came back to 28.2% in 2026, and it has never been the minority curiosity people outside the hobby assume. Triple screens have sat between 12% and 15% for four straight editions, which surprised me: the setup everyone pictures when they picture sim racing is not the setup most people own.

What I would tell you not to conclude

  • Do not read the four editions as one smooth line. Two of the strongest 2025 findings look different once 2026 is in the file. The series is four separate photographs of a moving crowd, not a video.
  • Do not treat a brand's share here as market share. This measures what the people who answered a Reddit form own. Manufacturer sales figures would tell a different and better-founded story, and none of them publish theirs.
  • Do not build a trend on a category that changed. Ultrawide displays and aluminium profile rigs both grew for real and both look bigger than they are, because the option list improved underneath them.
  • Do not over-read anything with a small n. The esports row in the cross-tab is a handful of people, and the $30,000-plus spend tier is under half a percent. They are in the charts for completeness, not because they support a conclusion.

What does survive all of that: the wheelbase mix changed enormously and consistently, spending moved upmarket at every single edition, and the 2025 aging story was one wave, not a direction.


Resources & External Links

Live dashboards and notebooks

  • Sim Racing Results Interactive Dashboard - filterable charts built on the 2026 findings.
  • NotebookLM Shared Notebook - the source documents with a natural-language Q&A interface over them.

Raw data, all four editions

  • 2026 Raw Data Google Sheet
  • 2025 Raw Data Google Sheet
  • 2023 Raw Data Google Sheet
  • 2022 Raw Data Google Sheet

Reddit threads

  • 2026: Questionnaire | Results
  • 2025: Questionnaire | Results
  • 2023: Questionnaire | Results
  • 2022: Questionnaire | Results

Key Lessons

One Edition Is An Anecdote

The 2025 aging story was internally consistent, matched what people were saying in the comments, and did not survive contact with 2026. A single wave of a self-selected survey tells you what that wave looked like. Only the repeat tells you what is moving, which means the boring discipline of running it again on the same questions is worth more than any individual finding.

Never Improve A Question Casually

Adding 'ultrawide' and 'aluminium profile rig' as explicit options made those editions better and permanently damaged two trend lines. Both categories look like explosive growth partly because respondents finally had a box to tick. If a question has to change, the honest move is to say so in the chart rather than in a footnote nobody reads.

Publish The Raw Sheet

Every edition ships with a public link to the underlying responses. It costs nothing, it has caught me in at least one bad roll-up, and it is the only thing separating a community survey from someone posting numbers they made up. If I am not willing to publish the sheet, I should not be publishing the chart.

Summary

Four editions, 2,364 responses, and a set of findings that mostly hold up: the hardware mix genuinely changed, with Moza and Simagic moving from the fringe to the centre while Logitech and Thrustmaster lost more than half their share. The money genuinely moved upmarket at every single edition. The demographic story I told in 2025 did not hold up, and saying so plainly is worth more than defending it.

The point of this project is not that a subreddit survey can replace market research. It cannot. The point is that a community with no public data at all is better served by an imperfect, openly caveated, fully published census than by nothing, and that running the same imperfect thing four times is what turns it into something you can reason with.

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Contents

  1. 1. A University Assignment I Forgot About
  2. 2. What Made the Data Hard
  3. 3. How An Edition Actually Runs
  4. 4. What The 2026 Edition Changed
  5. 5. The Data, Edition By Edition
  6. How to read these numbers
  7. The sample, four editions deep
  8. Wheelbases: the clearest market story in the data
  9. Money: the sample keeps moving upmarket
  10. Age: the cliff that was not there
  11. How people race: multiplayer came back hard
  12. What people race: Le Mans Ultimate took the top spot
  13. Experience against spend
  14. Screens and rigs, with a warning label
  15. What I would tell you not to conclude
  16. Resources & External Links
  17. Live dashboards and notebooks
  18. Raw data, all four editions
  19. Reddit threads
  20. Key Lessons
  21. Summary