True...if you can find one. They are pretty much out of stock everywhere. Pretty sure Thrustmaster has stopped production.
What pisses me off with the PS4 is that there will never be an "Official PS4 wheel" since there is no system level support for wheels. The game itself has to support it so the compatibily will always be on a game to game basis.
Factually incorrect.
Thrustmaster T300RS is the first official wheel for PS4, with built-in OS system functionalities (unlike T500RS for example, which will not have the ability to use buttons or D-pad on system level, nor will have Share/PS functionalities, but will allow for all other functionalities to be used once in-game)
So, T300RS is the first (of probably few others to come) official wheels for PS4.
There was licensing deals with the manufacturers and with Immersion (the company responsible for the vibration/ffb) that allowed system level support of the wheels.
Factually incorrect.
There was never any kind of all-around "system level support" for all of the wheels (with the exception of DFGT model and Thrustmaster 500RS which are the only wheels that were officially PS3 compatible and had proper OS-level support).
TouchSense (Immersion's software) was simply so wide-spreaded among the popular manufacturers (Logitech, Thrustmaster (older models) and Fanatec's emulation) and based on very simple and basic HID-API that was easy to decode by PS2 and later by PS3. However, the support for SDK for all TouchSense based wheels was part of the Logitech/Sony licensing deal (for DFGT wheel only) simply because DFGT used the same SDK/API as majority of the other wheels.
Once the Thurstmaster became official hardware partner with Sony (in 2009), their own SDK/API (HEART) had to be both updated in the OS of the PS3 console, as well as implemented in games (It was Dirt 2 that was the first PS3 game to support T500RS IIRC and later came GT5).
So, in order for Logitech (Fanatec) wheels to work on PS3, Logitech needed to have licensing deal with Sony - which it had. Luckily for 90% of the owners, the SDK/API that DFGT used was basically the same as 90% of other Logitech wheels so developers had only to remap the buttons and such in order to "support" other models (if you recall, many PS3 games actually do not have such ability, they only recognize generic layout - Gran Turismo being one of the rare games that developed "support" for almost all types of Logitech wheels - although it is merely a button-layout and some basinal API functionalities).
Now, we have the very similar situation with the PS4, only "problem" is that Thrustmaster wheels are not so widely-spreaded as Logitech's were during PS2-to-PS3 era transition. In the same way Logitech had a licensing deal with Sony back then, today it is Thrustmaster that is having the same deal. Their old model (T500RS) does not work 100% on the new hardware (in the same way how DFP's - for example -didn't have PS-XMB button support), but it is working in-game (as DFP/G25/G27 did). In the same time, newly developed PS4 wheel - T300RS - have 100% OS-level support (as DFGT had, for example).
But there was never any kind of magical system level support without licensing which was always done per-system and per-manufacturer.