What are you working on?
Wisp is a free Forza Horizon 6 telemetry overlay for Windows PC, supporting the Steam and Xbox app / Microsoft Store versions of the game. It works alongside FH6 while you drive. You make the tuning changes in Forza; Wisp gives you readings to compare before and after. Tune keeps named setup snapshots, and Clips saves the gameplay you want to watch again.
Lap delta and live track map · Beta
Compare your circuit laps as you drive
Lap delta compares your current lap with your session best or previous lap at the same place on the track. Use it to see whether a different braking point or corner exit gains time. The live track map learns the circuit from your first full lap and follows the car around the outline.
Race and Rivals use the game's lap clocks. Time Attack uses start-line crossings at Legend Island, Hokubu, Soni, and Sekibe. Both overlays are beta features.
Set up lap delta and the live track map, then review a recorded lap to compare its line, inputs and section times.
Drag racing
Catch wheelspin during the launch
The stock speedometer follows the car's ground speed. Wisp's wheel-indicated mode shows the speed implied by the driven tires. When the tires spin faster than the car is moving, those readings separate. That makes wheelspin easier to spot even when engine noise and tire smoke make the launch hard to judge.
Leave the stock speedometer visible and use Edit HUD layout to move Wisp beside it. As an example, a car moving at 30 mph might have driven wheels turning fast enough to indicate 60 mph. The second number represents the speed of the driven wheels. Watch whether the gap narrows as the tires find traction, and where it opens again after a shift.
Try a different launch RPM or throttle application, then compare the amount and duration of wheelspin. Use the game's elapsed time to decide which run is actually quicker.
Wisp's traction hook cue briefly marks grip returning after slip. Watch for that transition as you adjust the throttle. The wheel-speed reading combines the driven wheels.
Tune comparisons
Use Wisp as a Forza tuning tool
Start with a problem you can repeat: too much wheelspin out of a slow corner, a first gear that is difficult to launch, or a drift setup that needs constant throttle corrections. Make a baseline run, change one setting in FH6, and repeat the same section of road. Keep the car, assists, weather, and starting speed consistent so you can compare the change.
Wheel speed and ground speed help you compare traction under power. RPM and gear show where the engine lands after a shift. Tire temperatures and G-force add context to what you feel through the controls.
- Launch or low-gear problem: compare wheelspin at the same throttle input before and after a gearing change.
- Corner-exit problem: repeat the same corner and watch how progressively you can apply power before wheel speed pulls away from road speed.
- Inconsistent result: check tire heat, starting speed, assists, and driving line before crediting the tune change.
Gearing and engine output
Watch what happens after each shift
RPM, gear, and reported power and torque are useful when testing gear spacing. Make the same pull, note the RPM before and after the shift, and watch how the car picks up again. Compare that with wheelspin: a sudden rise in wheel speed can make a shorter gear look more effective than it is at moving the car.
The Dashboard includes live power and torque with session peaks. Reset the peaks before each comparison; they also reset when you change cars. Runs can plot the game's reported power and torque against RPM, with gear and full-throttle filters.
For a top-speed run, select FH6 speed as the speed source, then use Reset peaks. Wisp's Top speed follows the selected source; in wheel-indicated mode, wheelspin can raise that peak above the car's actual road speed. Reset the peaks after switching speed modes, and keep the mode consistent when comparing results.
You can also use the tachometer and gear readout to practice repeatable manual shifts. Watch the same RPM point over several pulls. Compare Runs can estimate the time between two road speeds when both attempts complete that range. For calibrated shift targets, see the optional shift-guidance beta and its calibration and game-build requirements.
Drift practice
Read wheel speed through the slide
During a drift, road speed and driven-wheel speed can tell very different stories. You might hold a similar speed through a corner while throttle changes send the rear wheels much faster or slower. A wheel-indicated speedometer makes that part of the slide visible.
Pick a familiar corner and stay in one gear. Watch how wheel speed responds as you feed in throttle, lift, and transition. Combine it with RPM to notice when you spend the whole corner on the limiter or drop too far through the rev range. Then repeat with a different gear or a small change to your throttle technique.
Judge wheel speed alongside your line, control, and the game's drift score. The drift angle gauge adds angle guidance. The G-force trail shows changes in acceleration through a transition.
Drift angle
Understand the angle bonus without chasing excessive angle
The drift gauge shows your angle above the gameplay. With a verified scoring profile, Drift Zone guidance also shows the share of maximum angle bonus on either PC edition. The scoring-angle range starts at 10 degrees and the angle bonus reaches its ceiling at 59.4 degrees. A 20–40 degree drift already corresponds to roughly 80–90% of the maximum angle bonus. More angle beyond the ceiling adds no angle bonus.
Use the angle-bonus percentage alongside your speed, line, road contact, and the score shown by FH6. Both guidance modes hide the angle, marker, and bonus below 5 mph ground speed (about 8 km/h).
If the scoring profile is unavailable, the gauge shows angle-only guidance without a bonus percentage. Custom target lets you choose your own angle and tolerance. Set up the gauge in Appearance > Gauges, with dark shading or a black background for bright scenes. Read how FH6 drift scoring works for the formula and worked examples.
Set up the drift gaugeSecond screen
Put a readable dashboard on another monitor
Use Display mode for a borderless dashboard with a curved tachometer, large speed and gear readings, power, torque, and session peaks. Fill a second monitor, or choose Resizable to leave room for other tools. Press F11 from Dashboard to switch modes and Escape to leave. The in-game overlays remain separate.
Set your colors, borders, glow, surface opacity, spacing, and text colors in Appearance. Optional particles can follow your accent or use a separate color; pause or hide them whenever you prefer. Updates keep your existing colors. The previous interface remains available through Appearance > Layout > Use legacy interface after a restart.
Road racing
Compare corner exits and braking inputs
On corner exit, compare how quickly ground speed builds with how sharply wheel speed rises. If the wheel-speed reading jumps while the car struggles to accelerate, try a more gradual throttle application on the next pass. Match your entry speed and line.
Under braking, driven-wheel speed can fall below ground speed when those wheels lock. Wisp combines the driven-wheel readings. Use the game's own telemetry for a closer look at individual tires.
The G-force display shows lateral and longitudinal acceleration with a short motion trail. It gives you a visible reference for how you blend braking, turning, and throttle. Repeat the same corner and look for changes in the transition between those inputs. Watch the displayed values and scale as well as the moving marker, because the scale adapts to the forces being measured.
Tire heat
Keep an eye on the front and rear tires
Wisp's tire-temperature gauge puts a front-axle average and a rear-axle average in the HUD, with Fahrenheit or Celsius readouts. That is useful when you want to watch heat build during a session without repeatedly opening the game's telemetry screen.
During drift practice, follow how the rear reading changes across repeated attempts. Before comparing two road tunes, check that you are not starting one run with cold tires and the other immediately after a burnout. After changing tire compound, build a fresh baseline instead of treating the previous temperature reading as a target.
The two gauge colors identify the front and rear readings. Each value is an axle average; use the game's telemetry screen when you want to inspect individual tires.
Turbo and supercharger pressure
See where boost arrives
Add the boost gauge to watch reported pressure alongside RPM. Make a pull in a fixed gear and observe where pressure starts building, what it does through the rev range, and how it changes after a shift. It is a useful extra reference when comparing engine upgrades or trying to make a powerful car easier to launch.
Digital and Analogue layouts support PSI or bar. Enable Show vacuum pressure under Appearance > Gauges > Boost pressure to include negative pressure reported by FH6. In the legacy interface, Boost pressure is directly under Appearance. Wisp first needs to observe positive boost for the current car or session before those pressure readings work.
If you are unsure whether a downloaded tune has a turbo or supercharger, you can leave the gauge enabled. Naturally aspirated cars keep a stationary zero gauge; the gauge stays hidden on electric cars.
Your driving setup
Save HUD profiles for different drives
Save a compact layout for racing and a more detailed one for tuning or drift practice. HUD profiles keep your selected gauges, layout, units, sizing, opacity, orientation, and colors together. Apply a profile when you want that view back. Speed-source and smoothing settings are managed separately.
For a wheel or controller setup, position the HUD where you can read RPM and gear without searching across the screen. Add boost, tire heat, or G-force only when it helps the session. Use a contrast and text size that remain readable over both bright and dark scenery, and keep the road, braking markers, and game menus clear.
A gameplay video can help you review your line alongside the telemetry. Check a short video first to make sure your capture method includes the Wisp overlay. Runs saves telemetry for analysis inside Wisp. Local debug reports are separate tools for troubleshooting the app.
Record Run and Compare Runs
Review and compare recorded runs
Open a saved run to read its summary or compare it with another attempt. The summary describes events in the data, while Show graphs opens speed, driver inputs, engine output, power and torque against RPM, G-force, and tire-temperature views. Compare two attempts in distinct colors, select a shorter section, or jump to a moment you marked while driving.
For launch testing, match the same acceleration speed range to compare complete pulls. For drifting, review throttle changes alongside wheel speed, road speed, and lateral acceleration. Tire-temperature change helps show how much each axle heated during the selected section.
Add run names and notes for the tune, assists, route, and conditions. A countdown and timed stop let you stay in Forza during the attempt; optional shortcuts control recording and markers. Recordings last up to 10 minutes and stay local. Export a graph image to discuss a result, CSV for the recorded telemetry, or a .wisprun file to import for another comparison. Overview, Engine, and Tires & handling group the graphs. Show, hide, reorder, or resize modules; compare runs overlaid or side by side; and read statistics as cards or a table. Import multiple run files or a library ZIP, export the whole library, and use Delete all with confirmation and Undo. See the Runs walkthrough for the controls.
Getting started
Set up your first comparison
- Install Wisp and enable FH6 Data Out. Follow the setup walkthrough and confirm that live data reaches the Dashboard.
- Drive steadily in a straight line so Wisp can learn the tires' effective rolling radius. Wait for wheel-speed calibration to be ready before judging the wheel-speed reading. After changing tire diameter, use Relearn current tires and let it calibrate again.
- Choose wheel-indicated speed for wheelspin comparisons, or FH6 speed for road-speed comparisons. Leave the stock speedometer visible if you want both on screen.
- Pick a launch, corner, or straight and reset session peaks before recording.
- Follow the tune-comparison steps, then choose Compare, select Run B, and choose Compare selected. Add FH6's times or scores and your tune settings to the run notes.
Wisp currently runs on Windows 10 and 11 alongside FH6. Xbox app / Microsoft Store support refers to the PC game. See Help for setup and display requirements, or release notes for current game-build support.