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.
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 is wheel speed, not twice the acceleration. Watch whether the gap narrows as the tires find traction, and where it opens again after a shift.
Repeat the launch from the same spot with the same assists and tune. Try a different launch RPM or throttle application, then compare the amount and duration of wheelspin. If you change first gear or the final drive, check the launch again before changing anything else. Use the game's elapsed time to decide which run is actually quicker.
Wisp's traction hook cue briefly marks grip returning after slip. It can help you notice that transition; it does not launch the car or hold an ideal slip percentage for you. The wheel-speed reading combines the driven wheels, so it is not a separate gauge for whichever individual tire is spinning fastest.
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.
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. Together, they help you describe a result more clearly than simply saying a tune feels faster.
- 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.
Wisp does not calculate suspension settings or tell you which differential value to use. A slipping tire alone cannot identify the setting responsible. Keep the useful change, undo the unhelpful one, and compare several runs rather than judging a tune by one launch.
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 a comparison so an earlier run does not remain your reference. They also reset when you change cars. These are figures reported by the game, not a measured dyno sheet or a recorded power curve.
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. Switching speed modes does not clear an earlier peak. 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 and use the game's timing to judge the result. Wisp does not calculate an optimal shift point or provide a drag timer.
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.
More wheel speed is not automatically a better drift. Judge it alongside your line, control, and the game's drift score. Wisp does not measure drift angle or replace the scoring system. Its G-force trail can show changes in acceleration through a transition, but it is not a drawing of the car's path.
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. Keep your entry speed and line close enough that the comparison means something.
Under braking, driven-wheel speed can fall below ground speed when those wheels lock. Wisp's combined reading does not identify every individual wheel lockup, particularly on an axle that does not drive the car. 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. A larger number by itself does not prove a faster lap.
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; they are not automatic overheating warnings. An axle average can also hide a difference between its left and right tires. Wisp does not show inner, middle, and outer tread temperatures or recommend tire pressures from these readings.
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 in Appearance > Boost to include negative pressure reported by FH6. Wisp first needs to observe positive boost for the current car or session before those pressure readings work. A negative reading by itself is not how Wisp decides that a car has forced induction.
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; electric cars do not show it.
Your driving setup
Keep a useful HUD for each kind of driving
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 without rebuilding it. Profiles save the HUD appearance, not the car's tune, speed-source choice, or smoothing.
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 recording can help you review a fast launch or transition afterward. Check a short recording first to make sure your capture method includes the Wisp overlay. Then compare the visible readings at the same point in each attempt. Wisp's local debug reports are for troubleshooting the app; they are not a lap-analysis or replay system.
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 one launch, corner, or straight. Keep the car, assists, weather, starting speed, and route the same, and reset session peaks when you need a fresh comparison.
- Change one setting or driving input, repeat the attempt, and use FH6's times or scores alongside the telemetry. Write down what changed so the next comparison stays useful.
Wisp currently runs on Windows 10 and 11 alongside FH6. Xbox app / Microsoft Store support refers to the PC game. The overlay does not run on Xbox or PlayStation consoles. See Help for setup and display requirements, or release notes for current game-build support.