Yeah, I should have written it more clearly, but the gist was that Thomas made it clear that the platform holders did not let them get the compability for older wheels (which implies that paying for the PS4/XB1 license iwas not the issue as they will support it future products).
Would you have a link to his sayings, please?
Because my understanding is that Fanatec have for the most part depended on Logitech SDKs.
So, no supported Logitech SDK on PS4 means no supported Fanatec wheel on PS4.
Simple as that!
To make their legacy wheels working on the PS4, Fanatec would probably have to write their own SDK (à la Thrustmaster) and get some new licences from Immersion.
Call me cynical but it takes no genius to understand that they probably prefer to sell you new costly toys (i.e. earn money) than spend some good cash on writing a SDK and buying licenses again from Immersion for products they have already sold you (I.e. lose money).
The T100 is a weird case, but it was released after the PS4 was launched so it's possible that Thrustmaster simply holds the license for TouchSense and had prepared for PS4 compability even they have not officially announced it.
Maybe their deal with Immersion covers the use on PS4 too, yeah.
But there's nothing special in this wheel making it PS4 compatible.
The other point was that there is tech in newer hardware that is associated with the whole official handshake process (which off course I cannot talk about), but I do not know if it's linked to FFB in anyway, but it's a piece in the whole "official support for PS4" issue.
Not related to force feedback, but to standard recognition of devices by games.
Devices missing the security chip have to be explicitly supported by games, and also won't work outside of them (no PS button support for example).