iRacing is rolling out its November 2025 Development Update. With the Season 1 build just around the corner, it’s the perfect time to share the latest progress in our simulation development.
Without further ado, here are the official notes for this update.
- Remember, you can join iRacing by clicking here.
Hello iRacers,
The 2025 competition year is nearing its conclusion, and in just a few short weeks, 2026 Season 1 will begin. Before diving into the usual upcoming Season preview—the main event—please allow me a moment to reflect on a truly special 2025 for the sim and iRacing Studios as a whole. This was a landmark year where we delivered critical, “game-changing” advancements that were years in the making. These include the new Sim UI, multiple core car class physics overhauls, the Debris Refresh system, a dedicated track art upgrade pipeline, Adaptive AI, substantial VR improvements, UI Localization, and more. Concurrently, our strategic investment in expanding the sim team—now four times the size it was in 2020—has our now-upgraded team hitting its stride, accelerating development and expanding across more initiatives than ever before. Crucially, we have also made significant progress on future simulation technology that will power iRacing far into the future, including the new graphics engine, multiple physics systems advancements, our next-generation tire model, Career Mode, Audio advancements, and more.
Beyond the incredible advancements to the core sim, 2025 has been a landmark year for iRacing Studio’s other projects as well. Thousands of iRacers and gamers are now enjoying the years-in-the-making NASCAR 25 on their Xbox and PS5 consoles, and we just released it on Steam this week. Bringing NASCAR 25 across the finish line required a tremendous effort by a committed and passionate team. This title was a significant engineering and design feat, demanding the architecture of multiple systems for an all-new engine, the creation of a new and compelling Career Mode, and the engineering of a sophisticated solution for content sharing. It’s also thrilling to drive!
Meanwhile, the collaboration between iRacing Studios and Original Fire Games has produced what could be the most fun pick-up-and-play racing game I’ve ever driven: iRacing Arcade. iRacing Arcade will be available initially on Steam in December, with console releases scheduled for early next year.
Amidst all this exciting progress, the talented team that built ExoCross has pivoted their efforts back to the real world, using their amazing game engine technology to build the foundation for the forthcoming INDYCAR: The Game, releasing in 2026.
What a year!!!
Now, as excited as I am about the past year and our future projects and prospects, let’s refocus our attention back to what I promised at the start – a full preview of the Season 1 build that is rapidly approaching. We’ll start with content, move on to features and improvements, and conclude with a brief look at the future. So, let’s get to it!
Season 1, 2026
Tracks
The Adelaide Street Circuit is on track for a Season 1 release! We’re incredibly excited to bring this iconic Australian racing experience to our fans down under and to racers worldwide. Adelaide’s deep motorsport history dates back to the mid-1980s, when it hosted Formula One, and it has continued to thrill fans to this day as a staple circuit for Supercars.
Adelaide has a great deal of character and is respected and renowned amongst real world race car drivers. Flanked throughout by concrete walls, the track features high-speed sections such as Brabham straight, where Formula cars can exceed 200mph. The high speed is not limited to straights, and the infamous turn 8 is a fast, sweeping righthander, where cars are commonly pushing 130mph while on the edge. These high speeds and sweeping turns contrast with the demanding Senna chicane, where three switchback turns require great precision to extract optimal speed.
Combining bumpy surfaces and ever-changing grip, Adelaide is known as a physical and mental test for drivers, and accomplishments here are particularly revered and respected. How special to have the ability to experience this at home in our rigs, free from the punishing heat and g-forces experienced at this circuit. In the world of motorsports and sim racing, this track is a must-experience for enthusiasts.

We are excited to announce that Miami International Autodrome will debut with Season 1. We were fortunate to have had the opportunity to collaborate closely with the track management team on this project, capturing the data required to complete it, as well as supporting their ability to test configurations and provide feedback during the project’s development.
In iRacing, Miami features five configurations, including the full Grand Prix circuit. The track is visually unique, wrapping around the Hard Rock Stadium, home of the NFL’s Miami Dolphins, to offer a distinctive combination of street circuit-style sections and more open areas. It features a blend of extremely high-speed straights and flowing turns, with more technical sections that require precision and skill.
The circuit’s compelling, one-of-a-kind location creates an engaging visual experience in the sim, looks stunning, and is rewarding to master.
The dirt oval at Lucas Oil Speedway was introduced to iRacing some time ago. Vigilant iRacers may have observed an additional circuit located immediately past Turn 2. This is the facility’s dedicated off-road dirt road course, and we are pleased to expand our dirt road catalog with this high-quality track. In the real world, Lucas Oil Speedway- Off Road hosts UTV and Pro Truck competition. We have great overlap with the Dirt Road vehicles in iRacing, and further, the Off Road track serves as an excellent proving ground for an all-new Dirt Road car we are adding in the S1 build: the FIA Cross Car (more info on the FIA Cross Car to follow…).
Lucas Oil Speedway – Off Road will be a free download for all who already own the dirt oval. For new customers, it’s a great deal to get both great tracks with one purchase.
—
Rockingham Speedway‘s update, a key component of our ongoing NASCAR Refresh project, is finally ready. Despite a one-season delay, we have finalized the details and are now thrilled to announce its release, marking the completion of the entire NASCAR Refresh initiative.
The updated Rockingham Speedway is the result of a full rescan and a ground-up remodel using this new data. However, we know iRacers have great fondness for the unique characteristics of the original layout, so we will keep that historic version available. The rescan and the original track will be combined into a singular package with multiple configurations. Best of all: if you already own Rockingham, the rescanned version will be added to your account automatically.
Refreshes – Now that the NASCAR Refresh project is complete, we are applying those lessons on a broader scale to our expansive library of global circuits. We are excited to announce that efforts to update Bathurst are well underway, and this visual refresh has a strong chance of debuting in the S1 build! Please note that this is a visual refresh to bring the track up to our current quality standard; it is not a rescan. That said, we still sent our team back to Mount Panorama to capture new reference and photogrammetry studies, allowing us to take full advantage of our current art tools and processes. The results are phenomenal!

We’re thrilled to bring our current level of quality to this amazing circuit, where the technology truly shines among its numerous embankments and natural features. Check out the screenshots! This is next-level work that had our entire art team buzzing with excitement over what the principal artist on the project was producing.
Cars

We are thrilled to announce that the Porsche 911 Cup (992.2) will debut on iRacing with Season 1! The Porsche 911 Cup (992.2) represents yet another step improvement for the Porsche Cup series both in reality and in sim.
In the real world the car sees a small bump in power over the previous generation (+10 hp), improved front axle response through revised aerodynamics and suspension geometry, improved driver display functionality, ABS and TC as standard and other reliability and maintenance optimisations. Performance is expected to be around 1-1.5 seconds per lap faster than the 992.1 model for a typical grand prix style circuit.
In the sim world, we are replicating all of the above and more. Our model will feature our latest spec of dry and wet tires in line with our prior GT3 and GT4 tire updates developed in conjunction with real world drivers and engineers of the 911 Cup.
Along with this much-anticipated tire update, the car model also features the following improvements over the 992.1 model:
- Proper rules package when running at Nürburgring Nordschleife configurations (mandatory front and rear spring rates, increased ride height minimums, slightly reduced power (due to quiet exhaust configuration) and mandatory front dive planes (represented in art as well as physics).
- Range of front and rear brake pad options including delivery and endurance specifications. Additionally, the brake system as a whole has been re-evaluated with both ABS and non-ABS use in mind. Expected brake bias and line pressures should now be more representative of the real world car.
- ABS is enabled. This is in-line with the direction taken by many Cup series in 2026. While we understand this may be a controversial choice, rest assured that the car may still be driven with ABS disabled if desired and that in our opinion, the addition of ABS does not diminish the channel of driving the Porsche Cup! Similarly, the ABS configuration represents our latest improvements here with split front and rear axle slip targets to better represent the targets of the real world systems.
- Traction Control is enabled. While the real world Cup series do not typically use traction control, the sprint and endurance configurations of the car do typically run with traction control enabled, as such, it is enabled to improve correlation in scenarios (such as Nürburgring Endurance) where the system is available. From a driving perspective, since rear traction is already very strong on the 911 Cup, this is much less impactful than ABS.
The combined effect of both the real world and in-sim improvements is a car that is more accurate, more engaging, more responsive and more fun than the prior iteration of the 911 Cup.
In iRacing, the 992.2 will immediately replace our current Porsche Cup car across all levels of competition, bringing the official series up to the latest real-world specification.
Upon the release of the Porsche 911 Cup (992.2), the new car will be granted to all iRacers who already have the Porsche 911 GT3 Cup (992.1). At this time, the 992.1 will be changed to Legacy content, and the 992.1/992.2 two-for-one opportunity will cease…

Dirt Road racing in iRacing has been missing a key ingredient at the lower rungs of competition. As great as our off-road trucks and RX cars are, they can be a handful to drive and build confidence with. We have long wanted to support this racing discipline better and are pleased to partner with the FIA on a significant new entry point to dirt road racing: the FIA Cross Car.
The FIA Cross Car is an incredibly quick and nimble dirt racing car, offering approachable driving alongside a high skill ceiling to push the vehicle to its limits. The driving characteristics are also incredibly fun, allowing racers to slide the car around with great control and launch it into the air with high stability and smooth landings.
The FIA Cross Car will be available to all iRacers at no cost. In Season 1, the Cross Car will debut in the all-new FIA Cross Car (Fixed) series and race on an assortment of our free RX tracks.
Whether you’re a dirt fan or not, we encourage iRacers to give this awesome car a drive – it’s a blast and you don’t want to miss out.
Car System Updates
The Dallara IR18 (IndyCar) has received a pair of updates this season:
- Art update – The car has been refreshed with all-new, higher-resolution artwork.
- Hybrid system update: The hybrid system overhaul that debuted in S4 has been expanded to include the IR18. This update aligns the car with the current specifications of the real‑world series.The hybrid package combines the existing 2.2‑liter twin‑turbo V6 engine with a capacitor‑based energy recovery system that stores power and allows drivers to deploy electrical boost on command. To support this, iRacing has updated the car’s physics to reflect the added acceleration, balance changes, and fuel strategy considerations that come with hybrid deployment.
New driver controls and in‑car displays have been added so members can monitor energy levels and manage power usage during competition. Telemetry has also been expanded to ensure teams and drivers can analyze hybrid performance in detail.
—
The GR86 has received multiple significant updates, including:
- Center of Gravity location adjusted to prevent bicycling and rollover
- Increased ARB size to match real-world series specs
- Rear alignment settings altered to match real-world series specs
- Increased spring rate ranges to include international series values
- Adjusted driveline parameters to better match acceleration performance
- Small changes to engine torque/power curves to reduce mid-range power drops
—
We’ve taken a more rigorous look at our aerodynamic modeling for the NASCAR Trucks. Last year, we launched a CFD-based study aimed at refining our existing aero model. While those findings were implemented in-sim, it became clear that there was an opportunity for further advancements.
With support from industry partners, we have developed a new CFD model using a body shape contoured to capture the offset and skewed configurations commonly seen in competition, pushing the boundaries of the regulations for maximum performance. This refinement led to meaningful changes and significantly enhanced the handling fidelity of the Trucks in iRacing, especially in high yaw-angle and side-by-side scenarios.
On the drafting front, we’ve updated our Trucks to use our latest, more dynamic drafting model previously implemented on our Gen 7, Gen 6, and ARCA vehicles.
—
Although the GT3 class recently received a comprehensive overhaul, our work never ends, and in S1 the GT3 class has undergone multiple additional improvements, including:
- Quality of life improvements to the Garage: Now all cars have spring perches that adjust automatically when the spring rate is changed. This means that the ride height does not need to be adjusted after each spring change (6 cars).
- Quality of life improvement to the Mercedes-AMG GT3 2020 Garage: Ride height is now directly adjustable (no more spring perch changes to hit ride height targets) like the rest of the class.
- Acura NSX GT3 Evo22 has an update to the rear wing aero model that makes balance more sensitive to angle changes and also more similar to adjustments on the other cars in the class. This results in a more competitively balanced field for the Daytona 24-hour special event.
- BMW M4 GT3 EVO has a new engine model to more closely match the power and engine braking curves provided by BMW.
- Improvements to the Corvette Z06 GT3.R’s tire warm-up behavior.
Oval Refresh – Continued
Oval Refresh “Phase 1” debuted in the 2024 Season 1 build, and was focused on making oval racing more dynamic and realistic in terms of temperature, grip, and multi-groove racing. At that time, we intended to follow up with additional improvements over the next few seasons. For a variety of reasons, that didn’t pan out as planned, and we had to slow down and reassess our next steps. This pivot was contrary to the expectations I had set regarding the speed of delivery for “Phase 2”, and for that I apologize. That said, I am happy to share that we’re fully back on “track” and positioned for improvements going forward, starting with Season 1 or Season 2 (let’s see how final testing goes).
As part of this renewed Oval Refresh focus, we explored how lane dynamics evolve throughout a race. This included studying how rubber is laid down and picked up across different grooves, as well as how the distribution and density of rubber affects lane performance. We reworked how thermal flow behaves within the track surface at varying levels of rubber saturation, and how that interacts with grip. In parallel, we tuned how tires transfer energy into the track as they heat up and cool down over a run. These efforts enhance the lap-to-lap experience of oval racing, particularly as conditions evolve.
We are happy with the advancements and improvements these changes bring to realism, the on-track racing experience, and the decreased hypersensitivity of setups and track temperature. We will continue to push and advance our track modeling systems to bring ongoing improvement to oval racing and all forms of racing going forward.
Again, this is borderline for S1, but we’re almost there…
Sim UI
We were thrilled to share our all-new Sim UI with you last season. Our team invested a substantial amount of time, effort, and heart into the project over the course of multiple years. After a pause to absorb and consider your feedback, the team has returned to the development trenches, building advanced new features to deliver to iRacers over the coming months and years.
The framework and technologies that power the new UI provide us with a platform for advancement in a way never before possible. In the past, UI changes and new in-sim features were significantly gated by legacy technology. With the new Sim UI, we have overcome significant barriers, allowing accelerated focus and delivery of new features and capabilities. In fact, our first round of additions will ship just 3 short months after the new UI debut and are substantial:

Search: The Options menus were significantly redesigned in the new UI, transforming a previously disorganized layout into a more cohesive list. This was a significant change to get used to, and the new layout is also taller than before. To support this change in design approach, we have developed a powerful new search feature for the Options screen. With this feature, if you’re looking for a particular setting, all that’s needed is to start typing the name of the setting into the search bar. With each keypress, we will deliver a list of all settings that match your partial search. Continue typing, and the list will be narrowed down to a more precise match. This dynamic search is really cool to see in action, but what’s truly next-level is that the list is fully interactable, allowing you to make adjustments, then search for something new and change it as well.

UI Customization: The new UI debuted with support for a light level of UI customization, such as expandable black boxes, various mirror sizes, opacity and scale options, and more. This was great for our day 1 release and provided much-needed flexibility right out of the box. However, our ambitions have been larger, and we recognize that sim racers have different needs and preferences for experiencing racing in iRacing – further customization was necessary. With Season 1, we are shipping the first step towards building a powerful UI customization engine: the Widget Editor.
Accessible via the Edit UI button (look for the pencil icon) and/or Alt-K, Widget Editor provides a host of customization options for dozens of elements in the UI. Available options include hiding UI elements from view, anchoring, precise offsetting, widget templates, individual widget scale and opacity, individual widget reset, global widget reset, and more – all accessible from one convenient editing tool.

Multiple Black Boxes: Last season, I teased a little something about what we call “Black Boxes” (F1-F11). These critical boxes provide information and access to settings related to your car, the race, your competitors, the weather, and more. As foundational as these boxes are, we know many iRacers have yearned for the ability to have more information on the screen at once… we sure have—for example, the ability to have Tire Info up while also keeping an eye on Relative.
We are excited to share that starting with Season 1, we have added four “Standalone” boxes, with information corresponding to Lap Timing, Standings, Relative, and Weather. We aim to let you have any combination of them open at the same time, as well as the standard black box, totaling five panels of information. Standalone boxes also have templates, providing access to minimal and expanded information.
There is one key detail to note about the Standalone boxes – they are not keyboard-interactable; for now, this feature remains unique to the black boxes.
We’re only just getting started with the Widget Editor and Standalone black boxes, and we have plans to deliver far more customization options to the UI experience in the future.
Netcode
Since day one, iRacing’s mission has been to provide true-to-life racing simulation on a platform that connects competitors worldwide for precise, instantaneous wheel-to-wheel racing. This is a complex challenge, and we continuously work to overcome the limitations of varied internet infrastructure and technology. It is critical to us that we continue to lead this space and offer iRacers the best multiplayer experience and netcode possible.
Most recently, we’ve deployed new connectivity-related updates, including the Network Quality Flag. This flag seamlessly removes drivers with poor connections from a session to ensure a smoother experience for all. We are still tuning this feature for optimal application.
A significant cross-departmental effort is currently underway to address several netcode-related issues that have recently appeared in the simulator. These items include the occasional vertical “popping” of cars on tracks with elevation changes, as well as instances of exaggerated lateral extrapolation. Improvements targeting these issues will be included in Season 1, and you can expect additional focus in subsequent updates.
Weather System Updates
We have been tuning our weather system to offer improvements and a better experience. Through this work, we have learned that the forecast model currently underestimates the likelihood of rain, and the underestimation is magnified the longer the session is. A fix has been made and is currently in testing.
Additionally, we have taken a look at just how monsoon-like official racing can get. We are the sanctioning body for our racing series, and the feeling is that we’d red flag some conditions that we currently allow. Work is underway to reduce the worst-case weather conditions allowed in green flag racing.
The above changes are planned for S1. Below are some changes we’re exploring for the future.
- We have been taking a hard look at scheduling. Having the same seed all week has its advantages, but it also has a set of drawbacks. We are assessing the viability of re-generating weather at a different cadence, which coincidentally was the focus of a thoughtfully put together video an iRacer released this week about our rain system and implementation. No promises here, and this is fueling debate, but know that we have an open mind and have been exploring this.
- Additionally, we have been exploring an adjustment to the weather radar generation, which will result in a less predictable and more realistic model.
- Finally, we have been looking at the way we present forecasts in the UI and considering views that communicate this information more effectively.
We’d love to hear more from you – what would make racing in the rain in iRacing a better (but realistic) experience for you? Let us know.
Localization
Last season, we debuted localization in the UI launcher app, with the addition of European Spanish. For Season 1, these efforts have accelerated, and we will deliver French, Italian, German, and European and Brazilian Portuguese. More languages will follow in S2!
Ongoing Development
Thanks for your attention during this review of the S1 iRacing build. Now, let’s spend a bit of time reviewing future initiatives, and then we can close this out. Note that this is not a comprehensive list and there are many projects ongoing that I will save for a future update.
Audio
Audio excellence has always been a priority for our team, and we have some of the most capable and experienced audio developers in the simulation and gaming industry. At its core, the audio experience of racing cars is as important as the visual. We have advanced our capabilities over the years in significant areas, including in-the-field processes, our capture hardware, post-processing, and our core audio architecture. However, we have encountered legacy technology-related barriers that have hindered the development of major audio-related features in the in-sim experience, such as a single-threaded audio architecture. We have spent the last couple of years rearchitecting these systems to have a more modern and multi-threaded architecture, and are pleased to let you know that our first major new audio feature will soon be here.
To begin, we’re adding a global reverb to each track. This will integrate all of the ambient sounds so that they feel more natural. What this will not yet do is calculate the line of sight of sound sources and provide occlusion. This is the fundamental work that allows us to have reverb in the sim. More improvements will be made later to simulate the different environments more accurately.
We’re also adding reverb for the interior of cars. The reverb will be based on measurements that we’ve taken during our recording sessions. Cockpit reverb colors external sounds, making them more natural and distinguishing them from the onboard sounds of the driver’s car.
Finally, we’re adding zones of reverb to unique features, such as the tunnel at Suzuka and the stadium section at Mexico.
Until last week, I had this in the S1 section of this update… we were so close to delivering this to you all next month. However, let’s not rush a good thing and compromise on quality as a result. S2 is just around the corner….
One last audio note – if you haven’t already watched it, set aside 14 minutes to watch this fantastic video blog from last year, which focuses on audio engineering and feature development. It’s an excellent video and provides rare insights into our team and the future of audio in iRacing:
Sim UI
I spent a lot of time detailing Sim UI advancements for S1, so I will keep this brief. As is quite evident with the three powerful features we’re releasing, the future for UI and UI-powered feature advancement is bright. We have been tuning our roadmap for some time to deliver these three Season 1 features. Work on Season 2 is underway, as is planning for Season 3.
Beyond our planning and development, we have also been investing in the UI team itself and have hired additional developers from other prominent racing games to help us continue this great momentum. Going forward, expect to see more expansive UI customization options, as well as telemetry (initially light telemetry), and possibly some features that may lead to debate… It’s all great, and the future is exciting.
New Graphics Engine

Our new rendering engine project has been making substantial progress over the past several months, and the team building it is next-level and truly special. This has long been apparent since the project began, but it was driven home just how fortunate we are to have this team back in September, when we gathered in Copenhagen, Denmark, to meet as a full team for the first time in person. Why Copenhagen? The three principal engineers on the project are all Danes, and two of them have their base of operation in this great city. The rest of the team is spread across the United States and the UK, so we needed to select a location for our gathering. And critically, after hearing so much about how great pickled herring is from the Danes, we had to find out for ourselves.
In Copenhagen, we spent an intensive week reviewing our project’s progress, discussing challenges and areas of need, and realigning on next steps and our roadmap. We examined the project from multiple perspectives, including the critical artist and tooling components of building cars and tracks that fully utilize the engine’s capabilities. This in-person time was tremendously effective and helpful for us all and most certainly accelerated the project.

Our next major milestone is to achieve what is called a “vertical slice”. The vertical slice will be a focused project aimed at achieving initial feature completion on the core building blocks of the new renderer, specifically applied to one car and one track. This project will exercise all key areas of the project and act as a tool to advance towards a critical project milestone. We expect to reach Vertical Slice in Q1 of next year. That said, full completion is still a ways off, and we appreciate your patience while we continue development throughout 2026.
By the way, the pickled herring and the meal were surprisingly good (unless you put curry that’s meant for the Karrysild onto the shrimp, which is apparently a grave faux pas that one of our unassuming colleagues committed and will never live down)!
Physics Updates
We have more talented developers contributing to our core physics engine, tire model, FFB, and peripheral interface than ever before. Our physics team was recently joined by the top physics engineer from another racing studio, resulting in a physics team composed of the top physics engineers from four entirely separate racing sims and games. Our team is stacked!
Projects are underway in a multitude of physics and physics-adjacent areas, including our physics step rate, innovations to FFB technology, the new tire model, multi-threading, new vehicle dynamics tools, aero modeling advancements, and more. We are laser-focused on advancing iRacing at this critical and foundational level.
Career Mode
I’ll save more details for next time, but just a quick reminder that we have a single-player-focused Career Mode project underway. This is another large-scale project for us, involving teams across multiple departments. The end result will be lots of fun and offer iRacers tremendous value. Stay tuned!
Content Plans

- St Petersburg, FL, development is well underway, with an S2 release window planned.
- Barber Motorsports Park has been repaved since our original version and subsequently rescanned. We are rebuilding the track from scratch and plan to release it to the iRacing sim as soon as possible. To be clear, this is a full rescan and refresh.
- Summit Point Motorsports Park has been a great track in iRacing and was one of our first road circuits. We are currently rebuilding the artwork at Summit to meet current standards. This project is a refresh, not a rescan.
- There are many other IndyCar-related track projects underway that include a mix of art refreshes and full rescans.
- Our team is currently putting together plans for a four-track scan trip to revisit many road circuits in the United States that have undergone significant change or repaves. Expect to see our team making stops throughout the Midwest and continuing westwards all the way to Monterey County in California.
- We have an exciting new partner and will soon be building a car that will be a thrill to drive in the sim, while also providing an academic entry point to auto racing and simulation racing.
- No new rain tires in S1 (except for the 992.2 and a GR86 re-tune). However, we have ambitions to work on some classics for S2.
- Our TCR class overhaul has been underway since the last update. This is a two-season project that will debut with Season 2, along with one new car, with more in development.
- Steve Myers provided a subtle hint on his X/Twitter account regarding a future car project. Check it out and good luck!
- We are excited to be enhancing our Dirt Road offering this season with the FIA Cross Car, Lucas Oil Speedway – Off Road, and Winton RX. Expect continued efforts in 2026, with new car development planned and ideas we’re exploring to expand our offerings further.
- Last time I shared that we have new tracks coming in the EU and the Middle East. Work will kick into gear on both Bahrain International Circuit and Circuit Paul Ricard in the new year, and we’re thrilled to bring these amazing world-renowned circuits to the sim!
- Winchester Speedway is back in production!

—
In this update, I touched on a few technology barriers that, in the past, had hindered progress with some of our systems. For example, the legacy UI had slowed UI-related progress. Audio advancement was slowed first by its framework, and then by its threading architecture. Graphics rendering quality and performance were limited by our Legacy rendering engine. How exciting it is that we are overcoming these barriers and positioning the sim for substantial future advancement. What’s more exciting is that these strategic efforts span across our entire sim architecture and product roadmap. Advancements are being made at a scale never before imagined, and the future looks bright. Fast forward a few years, and the possibilities are hard to imagine.
Taking a step back, these advancements and the expansion of our development team are thanks to you all, fueled by your passion as sim racers and your participation as customers. In fact, we have recently welcomed several talented veteran racing game developers following unfortunate changes in priority at a prominent West Coast racing game studio. Additions from that team to the iRacing team include AI (AI drivers), Physics, Multiplayer, Gameplay Engineering, UI Engineering, and UI Design. This is similar to when we added multiple similarly talented racing-game developers a few years ago from a UK studio that was also affected by a change in priority. What an amazing combination of passionate and talented people we have assembled here at iRacing.
As always, thank you for choosing to do your sim racing with iRacing, for your passion, and for your support. We appreciate this amazing community and look forward to enjoying Season 1 with you all in just a few short weeks. While we wait, I am sure many of us will be enjoying the closing weeks of Season 4, the release of NASCAR 25 (I know I will), and be sure to check out the iRacing Arcade demo – it’s phenomenal!
See you on the track,
-Greg
This website uses affiliate links which may earn a commission at no additional cost to you.






