There are like a million different motion chairs out there. I don't understand how you are supposed to program any of them into a game. I am always hoping one day a cheap popular chair will come out and you will just be able to upload a config file that will allow it to work with most games.
I remember this yaw chair was all over youtube a few years ago for VR but that never went anywhere.
I guess "cheap" in that world is relative. Tossing up-to 300lbs around in near real-time has a cost and weight that puts it out of the consumer mass-market pretty readily. The YAW outfit is still trying to do it, but it appears that they learned that cheap and reliable don't go hand-in-hand for something like this. I understand that there are a lot of backers who still have received nothing for their 3k after years of waiting, and a 2.5 version is out now. But that style of unit (basically a geared track riding on skate wheels in a stacked configuration) seems a bit slow to me, making it the most suitable for flightsims and maybe rollercoasters. For reference, my setup can physically hurt you with the forces it's capable of, whereas this design would probably eat it's own components before that would happen (unless it fell over first). It's also not appreciably cheaper now than some other approaches.
But these things entail several disciplines, all working together, to get them to work. The first is obviously the mechanical components. Second, there needs to be something which can drive them quickly and accurately, and third is the application (driver) layer responsible for delivering game data to the second thing in a way it understands, as well as providing some user adjustable pre-processing for the rig itself. In all honesty, from a parts perspective, it's like riding a CNC machine with game software telling it what to do.
For this reason, it's important to make sure all parts can talk to each other before purchasing. So most will start at the end of the chain and work their way backward, based on the type of system they want to put together. For many, it's SimRacingStudio => Thanos AASD15A controller => however many directly driven servo actuators the system requires. But the "seat-tilter" types usually use an open-source solution and arduino, coupled with two industrial gear motors with arm linkages and encoders to track position. With these, the longer the motion, the beefier the motors need to be, as more power is required when the diameter of the "circle" these linkages are connected to increases.
Finally, one step above DIY is a company called DOFReality. They have been around for a while and probably offer the cheapest out-of-the-box solution and one that's compatible with SimRacingStudio. Maybe not the beefiest or most capable of rigs, but certainly the cheapest and easiest. And if you want to spend some money for the best they offer, they have a 6DOF unit for under 6k (without seat). They also have a number of much cheaper options. But you do have to do some assembly on any of them when it arrives.
If you haven't already seen it,
here is my post showing the actuators I designed and built, along with the "finished" rig.