Guide

Forza Horizon 6 telemetry: every field Data Out sends

What Forza Horizon 6 Data Out sends in each 324-byte packet, grouped by engine, inputs, motion, tyres and race, plus which fields Horizon Labs reads.

Forza Horizon 6 Data Out sends one fixed 324-byte UDP packet per frame. It carries engine, input, motion, tyre, suspension, car and race data, and nothing else: no tyre wear, no track ID, no format choice. Horizon Labs turns the useful part of it into a set of HUD fields, listed in the last section. To switch the stream on, see the Data Out settings guide.

How the packet is built

Every value is one of three types: a signed integer (S), an unsigned integer (U) or a floating point number (F), followed by its size in bits. The packet starts with IsRaceOn (1 while you drive, 0 in menus) and a millisecond timestamp that can wrap to zero. Axes are in the car’s local space: X is right, Y is up, Z is forward.

The game sends data only while you are actively driving. Menus, pauses, replays, rewinds and the end of a race produce no packets. It is one-way: the game never reads anything back.

Engine and drivetrain

FieldTypeMeaning
EngineMaxRpm, EngineIdleRpm, CurrentEngineRpmF32Redline, idle and current revs.
PowerF32Watts.
TorqueF32Newton-metres.
BoostF32Turbo or supercharger pressure, PSI above atmospheric.
FuelF320.0 empty, 1.0 full.
GearU8Current gear.
DrivetrainTypeS320 FWD, 1 RWD, 2 AWD.
NumCylindersS32Cylinder count.

Driver inputs

FieldTypeRange
Accel, Brake, Clutch, HandBrakeU80 to 255.
SteerS8-127 full left, 0 centre, 127 full right.
NormalizedDrivingLineS8-127 to 127, position relative to the racing line.
NormalizedAIBrakeDifferenceS8-127 to 127, difference from the AI braking hint.

Motion and position

Tyres, wheels and suspension

Each of these is sent four times, once per wheel (front left, front right, rear left, rear right).

FieldTypeMeaning
TireSlipRatioF320 is full grip; an absolute value above 1.0 means grip is lost.
TireSlipAngleF32Same scale, for sideways slip.
TireCombinedSlipF32Same scale, both directions combined.
TireTempF32Tyre temperature.
WheelRotationSpeedF32Radians per second.
NormalizedSuspensionTravelF320.0 at full stretch, 1.0 at full compression.
SuspensionTravelMetersF32Actual travel in metres.
WheelOnRumbleStrip, WheelInPuddleS321 when true, 0 when not.
SurfaceRumbleF32Dimensionless value sent to controller force feedback.

Car identity

Race and laps

Turning raw values into readable ones

Because packets arrive at the game’s frame rate, a HUD that redraws more often than the game renders only repeats the last value. Smoothing, such as the spring motion in the Designer, hides that without changing the data.

Which fields suit which HUD

What FH6 does not send

Forza’s documentation is explicit about the differences with Forza Motorsport. Horizon 6 adds three fields that Motorsport lacks, CarGroup, SmashableVelDiff and SmashableMass, placed between NumCylinders and PositionX. It has no TireWear and no TrackOrdinal, which exist in Motorsport’s Dash format. It also has a single packet format: there is no choice between formats as in Motorsport. If you write or configure software for both games, parse them separately. For the Motorsport side, see Forza Motorsport support.

The packet has no drift angle and no G-force value. Those are computed by the receiving app from velocity and acceleration, so two apps can show slightly different numbers.

What Horizon Labs reads

For Forza Horizon 6, Horizon Labs exposes these HUD fields, which you can bind in the Designer (see your first HUD):

GroupHUD fields
Speed and enginespeedKmh, speedMph, currentRpm, maxRpm, powerHp, torqueNm, boostPsi, fuelPct
Inputsgear, throttle, brake, clutch, handbrake, steer, drivingLine, aiBrakeDiff
MotiongForceLat, gForceLong, gForceVert, gForceHudReadout, pitch, roll, yaw, driftAngle
Tyres and suspensiontireSlipFL/FR/RL/RR, tireTempFL/FR/RL/RR, suspFL/FR/RL/RR
CarcarClass, carPerf, carDisplay, drivetrain
RacelapNum, bestLap, lastLap, currentLap, raceTime, racePos

Fields the HUD does not expose include per-wheel rotation speed, rumble strip and puddle flags, surface rumble, world position, distance travelled, cylinder count, car group and the smashable values. They are in the packet but have no HUD field in Horizon Labs. Compared with Forza Motorsport (2023), the Horizon list also has driftAngle, tireSlip*, drivingLine, aiBrakeDiff and carDisplay.

When a game does not send a field, the Designer flags bindings that depend on it. That is why the same HUD can behave differently across games. The full cross-game picture is in how game telemetry works.

Sources: Forza Horizon 6 Data Out Documentation (Forza Support). HUD field names are Horizon Labs’ own. Checked 2 November 2026.

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