Developer Update: Wheel-to-Wheel Racing Progress

By Jack Basford
Last updated: Fri, 09 May 2025 17:36

In our previous developer blog, we introduced the upcoming wheel-to-wheel racing system, aiming to deliver realistic and immersive on-track battles. Over the past month, testing has provided valuable insights and highlighted opportunities for improvement. I’ll outline the progress so far in this blog and a small but significant change in direction that we’re making now.

Building on Legacy Foundations

The challenges we've encountered during testing go back to the era when iGP Manager was just 2D. Intricate car interactions weren't required then, and even in the current 3D races, cars were mostly confined to the racing line with ghosting for overlap scenarios. The new wheel-to-wheel system is a fundamental change. The goal I stated in the last blog was to eliminate 90% of ghosting scenarios, and now I am happy to announce ghosting will be completely removed, significantly enhancing visual realism. In order to finish this though, we need more time to refine the upgrade. Now, I’m going to get technical and explain what we’re changing and why.

Refining the System

The way our simulator has always worked since 2D is to position cars on or relative to the racing line. Racing therefore involved offsetting cars relative to the racing line. This works well in most scenarios, however, edge cases arose during testing, particularly at circuits like Monaco, where confined spaces and barriers heavily restrict car movements. Complex multi-car interactions, manager-controlled boost etc. produced situations on these tracks where cars could occasionally exceed the track boundaries. This didn’t look right, visually. To tackle this, we've made a subtle yet technically significant shift: cars will be positioned relative to the road itself, and not the racing line.

It may sound like a small difference, but this one change requires the re-engineering of core simulator and viewer components. Early test results indicate a major improvement in track-boundary adherence, and improved wheel-to-wheel racing. Seeing the early results, we believe it’s going to be worth the extra effort to pursue this pivot. That is what we are now doing, and why we’re going to take some extra time to finish this.

The main challenge now is to reintroduce better racing line adherance, since we're no longer using the racing line as the root of the simulation. It's more of a technical challenge. We've got all the pieces, we just need to put it all together, which is what the extra time is for.

Check out the video below to see before/after of the two W2W systems in action:

More Realistic Racing, New Strategic Implications

We've also observed some important changes in gameplay dynamics compared to the existing ghosting system. Overtaking will become slightly more challenging, as drivers must find genuine gaps to pass opponents. This adds a new strategic layer and a deeper sense of realism to racing.

Given this development, we think it's an ideal moment to reintroduce the Boost Recharge feature. This would provide you with more tactical flexibility, making overtaking opportunities more dynamic throughout the race rather than saving all boost usage for the final laps. After carefully reviewing feedback on our previous blog, we're also pleased to announce that Boost and DRS will be activated starting from lap 2 when this update goes live. Thank you to everyone who suggested these enhancements—we greatly value your input.

The Road Ahead

Thanks to a productive month of testing, we've established a robust foundation and a clear understanding of what's needed to deliver a polished wheel-to-wheel racing experience. We anticipate another month of focused development, but we're already seeing substantial improvements all the time, as you can see in the video above. It's genuinely surprising when I compare this progress to the current live game—just how far we've come. Without a doubt, this is shaping up to be one of the most exciting updates we've delivered in a long time.

Having personally been involved in developing this new system, I've now handed it over to other talented developers on our team. This will allow me to refocus my attention on web updates, which I know have been eagerly awaited. I'll now be splitting my time between refining W2W further and implementing valuable feedback we've received on iGP Manager 2025. I'm just as keen as you are to dive into these enhancements and keep improving the experience.

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pedro mileiro 28 days ago
uau gostei, quanto mais real melhor
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Bogdan Fulga 29 days ago
I do Have a question for everyone who says "Stop this ,we need more players ,we don't need this kind of updates,we need players"

And my question is ,how do You make more players play the game If they don't like the game,this is what we need,W2W,and other things like this,players will come If the game is good,will be the wrong thing to try to make a marketing campaign If the game is not at the Best ,the number of players is increasing when a game is good,when it has great content
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Ūšøp BØŠŚÉẞ 29 days ago
Those this W2W mean there could be a possibility of there being a crash system
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Christof Specht 29 days ago
Mega. Thank you, you can now achieve much more with strategy. Even if you're not one of the best. Especially in changeable weather. I'm looking forward to it. Thank you very much.
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Renta Driver 29 days ago
I hope 2D view won't be removed from the game? Otherwise, I still play on 2d, and I think this is the best solution for this type of game. The 3D view does not provide complete information about the race. And all these cameras and views from different angles only distract from the game. I'm afraid that if they remove 2D altogether, I'll quit the game for good.😁
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Mario Grande 29 days ago
Amazing work! This can be helpful to vary race results, improving weight on Box strategies.

One thing that i love to see Is bigger sponsors on cars. They are so tiny now, can't even see them in the showroom mode. Hope to see Cars covered in sponsors in the future!
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James Alexander 29 days ago
Looks cool im confident you guys will do well a bit scared of any bugs but im looking forward to it and hoping for everytging to get better and i hope it will develope over time
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Pete Harper 30 days ago
I mean, theres all this talk about attracting new players and having better UI and a better racing sim. Meanwhile we're still on tracks that haven't been raced on for years and layout that are just as out of date.

Modern tracks before all of this please.
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Juan Pérez 30 days ago
and give more importance to the experience skill and that it improves as the seasons go by and that influences the driver's mistakes such as overtaking and overtaking (along with over braking) these are my recommendations, see you soon. can't wait for this update...
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Juan Pérez 30 days ago
Hello IGP i think that for the kers you have to make a redesign when launching the update because if you pull in the last 2 laps all the kers is the same always I think I would make a little more difference between curves and straights when using the kers and would implement the past braking or brake lock would depend on the situation but would add a completely new better tactics that would be much more difficult to learn and know when to use the kers theme (not counting the drs of course)
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