
22 Racing Series | RTS-Racing
- Released
- Nov 30, 2022
- Platforms
- Last updated
Updates & announcements
- Developer post
- Developer post
What is RTS-Racing!? +AMA
Join us to check out 22 Racing Series and learn about RTS-Racing from one of the developers. We'll guide you through the strategies of resources and mid-race upgrades, sector capture, track abilities, and how to piece this all together while racing at 1000+ kph (and did we mentio
Original postJoin us to check out 22 Racing Series and learn about RTS-Racing from one of the developers.
We'll guide you through the strategies of resources and mid-race upgrades, sector capture, track abilities, and how to piece this all together while racing at 1000+ kph (and did we mention that this is using a full physics simulation!?)
Chat is on, so feel free to fire any questions through.
Look forward to seeing you on the track!
- Developer post
What is RTS-Racing!? +AMA
Join us to check out 22 Racing Series and learn about RTS-Racing from one of the developers. We'll guide you through the strategies of resources and mid-race upgrades, sector capture, track abilities, and how to piece this all together while racing at 1000+ kph (and did we mentio
Original postJoin us to check out 22 Racing Series and learn about RTS-Racing from one of the developers.
We'll guide you through the strategies of resources and mid-race upgrades, sector capture, track abilities, and how to piece this all together while racing at 1000+ kph (and did we mention that this is using a full physics simulation!?)
Chat is on, so feel free to fire any questions through.
Look forward to seeing you on the track!
- Developer post
What is RTS-Racing!?
Join us to check out 22 Racing Series and learn about RTS-Racing from one of the developers. We'll guide you through the strategies of resources and mid-race upgrades, sector capture, track abilities, and how to piece this all together while racing at 1000+ kph (and did we mentio
Original postJoin us to check out 22 Racing Series and learn about RTS-Racing from one of the developers.
We'll guide you through the strategies of resources and mid-race upgrades, sector capture, track abilities, and how to piece this all together while racing at 1000+ kph (and did we mention that this is using a full physics simulation!?)
Chat is on, so feel free to fire any questions through.
Look forward to seeing you on the track!
- Developer post
What is RTS-Racing!?
Join us to check out 22 Racing Series and learn about RTS-Racing from one of the developers. We'll guide you through the strategies of resources and mid-race upgrades, sector capture, track abilities, and how to piece this all together while racing at 1000+ kph (and did we mentio
Original postJoin us to check out 22 Racing Series and learn about RTS-Racing from one of the developers.
We'll guide you through the strategies of resources and mid-race upgrades, sector capture, track abilities, and how to piece this all together while racing at 1000+ kph (and did we mention that this is using a full physics simulation!?)
Chat is on, so feel free to fire any questions through.
Look forward to seeing you on the track!
- Developer post
Steam Game Festival Feb 2021 - Prized Event
We're excited to be taking part in our first ever Steam Game Festival! To celebrate, we'll be running a limited time special access event where you can play for free, and be in the running to win prizes. You can access 22RS via Steam by going to the game page and downloading demo
Original post
We're excited to be taking part in our first ever Steam Game Festival!
To celebrate, we'll be running a limited time special access event where you can play for free, and be in the running to win prizes.
You can access 22RS via Steam by going to the game page and downloading demo (available once the festival starts).
And you can also access it at Pavillionhub.com where you can register to collect your exclusive limited Steam Game Festival game pass.
Throughout the event we'll have live leaderboard timings available, which you can access
Here*Lap times set in both Steam & Pavillion go to the same leaderboard.
The event runs from the 10am 3rd Feb - 10am 9th Feb (PDT) - No extensions.
Good luck!!!

P.S. We have a tutorial available in the demo. Hot tip that you're going to want to do that at least once to understand how to get to those 1000+kph speeds :)
- Developer post
PAX Online 2020 - Event Comp
22 Racing Series will be a part of this year's PAX Online 2020 season. To celebrate, we'll be running a limited time special access event where you can 'play for free', and be in the running to win prizes. All you need to do is head over to Pavillionhub.com where you can register
Original post
22 Racing Series will be a part of this year's PAX Online 2020 season.
To celebrate, we'll be running a limited time special access event where you can 'play for free', and be in the running to win prizes.
All you need to do is head over to Pavillionhub.com where you can register to collect your exclusive limited PAX Online game pass - Available from the 12th Sept

Or, you can grab the demo Steam demo from the 15th (Dependent on Steam approval)
Throughout the event we'll have live leaderboard timings available, which you can access
HereThe event runs from the 12th Sept - 20th Sept (PDT) - No extensions.
Good luck!!!

P.S. We have a tutorial available in the demo. Hot tip that you're going to want to do that at least once to understand how to go REALLY fast.
- Developer post
Mod Racing Plans
For the last 10 years we’ve been quietly building 22 Racing Series, with the aim of not only creating the world’s first Real Time Strategy Racing game, but also the world’s first racing-optimised games engine capable of handling extreme speeds and track designs previously not fea
Original postFor the last 10 years we’ve been quietly building 22 Racing Series, with the aim of not only creating the world’s first Real Time Strategy Racing game, but also the world’s first racing-optimised games engine capable of handling extreme speeds and track designs previously not feasible, AND to bring the community the most comprehensive and accessible game modding tools possible.
Our plan is to create a full suite of community creation tools, allowing players to get their hands directly on our tech and easily create their own tracks or even build their own racing game.
Whether you’re new to game modding looking for something that’s quick and easy to use, or seasoned developer after a higher level of access and fidelity, our suite of intuitive design tools are designed to make the process of modding as smooth and enjoyable as possible so that you can focus on creating.
- A Track Builder – This will include a spline-based tool as well as a ‘snap-together’ interface for individual track pieces, allowing you to quickly and easily build fast flowing tracks, or anything you can imagine. From twisted tubes and 90-degree vertical inclines, to streamlined straights where you can fully appreciate the thrill of top speed plasma boosts.
- A Race Mod Tool – Tweak any aspect of our game, or create an entirely new one. You’ll be able to adjust anything from vehicle physics and lighting, to game mechanics and game modes to make the improvements you want to see to 22RS, or to build out your dream racer.
To give you a taste the games’ modding potential we’ll be shipping with two basic example mods already in the game, including:
A top down arcade racer based on the classic ‘Sprint 2’ from the 80’s
A Sim Racing mod based on current day vehicles at Bathurst's Mount Panorama Motor Raceway
Looking forward to giving more updates on our race modding plans as development continues, and in the meantime, if you have any race mod feature requests, then please feel free to let us know!
- Developer post
PAX Australia update - v0.37
We've just recovered from showing the game at PAX Australia 2019. Thanks to everyone who visited us over the weekend and played the game. Congratulations to Asaema and Soterios who took out 1st and 2nd place in our competitive tournament, to take home an AMD Ryzen CPU and a Steel
Original postWe've just recovered from showing the game at PAX Australia 2019. Thanks to everyone who visited us over the weekend and played the game. Congratulations to Asaema and Soterios who took out 1st and 2nd place in our competitive tournament, to take home an AMD Ryzen CPU and a SteelSeries Stratus Duo controller, respectively!
The version of the game that we were showing at PAX is now available on Steam for beta testers to play. I usually try to include a bit more of a development update along with these patch notes, but we have a big announcement coming next week, so I'll save the updates until then!
Watch on YouTube 2019/10/15 - v0.37
The "Q3 2018" leaderboards have been closed and renamed to "2018 - 2019" :)
Added new track: "Eight outside".
Added new track materials on all tracks.
Added new ocean material.
Simplified 'air mode' and 'flip' toggle: simply moving the right stick will engage it.
New HUD elements - Race time, Lap time, Sector times,
Added automatic rear-wheel steering to the Akuna.
Added compression to replay files.
Added hidden HUD mode for screenshots.
Added new AI system instead of simple ghost replays.
Merged "Team Race" and "Team Capture" into the same mode (both win conditions are active).
Added "Restart race" to pause menu, and "Rematch" to end of race screens.
Enabled vehicle collisions in some race modes.
Removed Easy/Medium/Hard selection.
Improved telemetry output.
Improved physics on soft surfaces (grass, dirt).
Matched team colors between 2D HUD and vehicle 3D HUD.
Fix player name billboards always using Team#1's colors.
Fix orbit camera on team/car select menu.
Fix several bugs in Control configuration GUI.
Fix team statistics HUD to stop collecting data once a vehicle has finished.
Balance changes:
- "Sapping pad" ability is now instant-hit instead of time-based ability.
- "Boost aura" provides less boost, but has a much larger radius.
- Apply same diminishing-returns curve to track boost abilities as the actual vehicle booster had.
- No sector gifts if stopped or driving backwards. - Developer post
2019 Updates
So, it's been a while since we posted a development update here! Multiple game patches have been released (without posting any dev news) during January - April 2019, but these were mostly minor fixes and tweaks. As of the May and June updates, we're getting back into the swing of
Original postSo, it's been a while since we posted a development update here! Multiple game patches have been released (without posting any dev news) during January - April 2019, but these were mostly minor fixes and tweaks. As of the May and June updates, we're getting back into the swing of things with much more meaty change logs.
For May/0.34, we focused on game presentation, and explored some new UI styles. We're still experimenting and exploring UI options, but as a teaser, here's some of the "spectator mode" concept art that we commissioned from Chris @ Vyxl:



For June/0.35 we've tried to put a bit of polish on the sim-racing / VR-arcade experience. Force feedback is greatly improved, driving the Akuna with a steering wheel is more fun, the "Bathurst" event has been re-tuned, the controls HUD updates to reflect your actual input mappings, and the controls configuration is a little bit more streamlined.
Engine development
The custom game engine behind 22, Revgen, is made up of several modular parts. The core graphics module, "GX" is in use by Big Ant Studios on the majority of their sports titles. At the start of this year, they asked for help to bring Cricket 19 to the Nintendo Switch, so I've spent the first quater of this year porting Revgen's GX to the Switch, and optimizing the renderer for Cricket 19.
22 is not currently in development for the Switch, but it's nice to know that our engine is now capable of running on the Switch if that becomes part of our future plans :)
Phantasma
https://medium.com/phantasticphantasma/phantasma-x-goati-entertainment-e5ba9af45283
Followers on social media might have noticed our partnership with Phantasma - a blockchain technology project. As well as using the Steam inventory service, we will be allowing players to choose to receive in-game cosmetic items on the Phantasma chain instead. These items will be tradable and marketable to other players directly, with no central authority controlling them. We hope to continue developing this partnership in the future to allow for other diverse ideas based on blockchain technology, such as tournaments funded by in-game currencies, incentivised community server hosting, post-race cheat detection, rewarding track creators, distributing mods, etc... Join us in discord if you'd like to chat about the possibilities of distributed in-game currencies.
eSports
http://trade-media.com.au/news/read/goati-entertainment-receives-innovation-marketing-grant-creative-victoria/
Our plans have always been to refine 22's eSports capabilities with closed beta tournaments before the main, public launch. Our local government's "Creative Victoria" agency has decided to back this plan by providing funding for an eSports series (yet to be announced).
Battle Arena Melbourne
https://www.facebook.com/22series/posts/1287639591389528
We showcased our game at BAM 2019, held another lap time tournament and gathered a lot of useful feedback. A big congrats to FC for taking out first place and taking home the AMD Ryzen CPU!

Side projects
As well as developing 22, we're using the same core game/engine to develop driver training software: https://www.youtube.com/watch?v=VTw7L5ouhy0 As this is all running on top of the same "platform" as 22, we're hoping that eventually 22's mod tools will allow the community to create any kind of driving/racing experience that they like, including realistic city driving such as this :)
Patch notes
2018/12/24 - v0.33
Vehicle physics improvements.
Special event - "ponies take over the mountain".2019/02/22 - v0.33a - hotfix
Improved Motion Blur.
Fix HDR TV support.
Fix OpenVR (SteamVR) support.
Fix cars sliding when still.
Fix cars sometimes using a different vehicle's physics config.
Fix "Press back to reset" HUD.
Tutorial improvements.
Implement Open Interactivity System.2019/03/15 - v0.33b
Tutorial improvements.
Fix Hand-brake slipping.
Test T.Flight Hotas X controller.2019/04/5 - v0.33c
Add "arcade mode" for VR arcade retailers.
Fix visual jitter at high frame-rates.
Fix pause menu.
Fix networking clock.2019/05/8 - v0.33d
Tutorial improvements.
Improved Anti-Aliasing.
Add "-watermark 0" command line option.
Updated "Eight" track.
Updated mag-lev vehicle physics.
Updated mustang vehicle physics.
Updated data.bin format.
Updated to visual studio 2017.
Broke compatibility with Razor Hydra controllers.
Fix SteamVR.
Fix end-of-race cameras.
New app icon.2019/05/10 - v0.33e
Improved wheel force feedback.
New Antarctica tunnel graphics.2019/05/17 - v0.34
Updated figure-eight track.
Updated sector-ownership HUD.
Added team statistics HUD.
Added controls HUD.
Added force feedback options to the controls configuration GUI.
Added extra event for arcade mode.
Added end-of-race cameras for Bathurst.
Add new first person and track-side cameras to the camera select cycle.
Add head to head race menu.
Remove glowing trails from historic cars.
Fix AI graphics in historic race.2019/06/18 - v0.35
Added new vehicle disintegration effect.
Tuned force feedback per vehicle type.
Enabled steer-assist when using a gamepad controller or keyboard.
Disabled steer-assist when using a steering wheel or mouse.
Improved steer-assist for Akuna on straights.
Added new vehicle camera placements.
Animated the steering wheel in the Mustang cockpit.
Add geometry level-of-detail.
Allow manual gear selection to overide automatic shifting.
Allow each vehicle to use a different HUD layout.
Make control icons in the Controls HUD dynamic.
Add control icons for Fanatec Clubsport V2.5, Thrustmaster T300RS, Logitech G29.
Add default controls for Thrustmaster T300RS.
Add brake lights to the AMG GT.
Improve support for AccuForce hardware.
Exposed "smoothing" setting in the controls UI.
Clean up controls UI to only show axes/buttons that exist.
Fix some HUD elements not scaling based on resolution.
Fix extra HUD elements showing up in tutorial and 3-player split-screen.
Fix anti-aliasing on moving transparent surfaces (NVidia).
Fix two GPU memory leaks.2019/06/18 - v0.35b hotfix
Add default controls for Thrustmaster T500RS.
Fix AMG GT brake lights.
Fix crash in vehicle select menu.
Fix motion blur on transparent surfaces.2019/06/29 - v0.35c
Added AMD FidelityFX.
Added a brake pedal threshold for ABS.
Reduced TAA pixel crawling.
Reduce cockpit camera FOV.
Improve Mustang and AMG GT geometry.
Improve framerate.
Updated OIS protocol support.
Updated telemetry app.
Updated control config system. If you had custom controls, you will need to reconfigure them. Sorry.2019/07/17 - v0.35d
Reimplemented Magnetic Wheel Physics (Arcade mode Intermediate race).
Updated telemetry format / app.
Updated force feedback options.2019/07/22 - v0.35e
Added new force feedback algorithm (in settings: old = "Arcade", new = "Realistic").
New camera behaviors when using boost abilities.2019/07/29 - v0.35f
Fix bug where cursor gets stuck on screen.
Fix physical wheel range for recent Logitech wheels.
Fix some Thrustmaster issues.2019/08/19 - v0.36
New track materials on "Eight".
Added third person camera vibrations at high speed.
Automatically configure controls for new input devices, if a preset exists.
Improved reflections on the vehicles.
Fix Logitech G27 LED bar.
Fix first person HUD clipping issues.
D3D12 fixes. - Developer post
October Update
We'll be exhibing 22 at PAX Australia at the end of October, so if you're in Melbourne, Australia, come by for another chance to win some prizes! This update contains a recreation of a challenging real-world race track, for players who want to try out a strange blend of sim-racin
Original postWe'll be exhibing 22 at PAX Australia at the end of October, so if you're in Melbourne, Australia, come by for another chance to win some prizes!
This update contains a recreation of a challenging real-world race track, for players who want to try out a strange blend of sim-racing and future-racing. The Bathurst track is still extremely work-in-progress, so expect some bugs for now...
Vehicle handling and physics have been re-tuned greatly in this update, with attention being paid to new players who haven't yet mastered the vehicle. Low-speed spins are much less likely, and steering authority during extreme high-speed manouvres is much improved.
As usual, all feedback is appreciated!
2018/10/16 - v0.32
New track: Bathurst / Mount Panorama (2.5x real scale).
New track: Bathurst Historic (real world scale).
Tutorial race mode (work in progress!).
Motion blur effect.
Can select vehicle ability loadout in the vehicle editor.
Vehicle editor keeps parts attached when possible.
Vehicle editor part sorting.
Vehicle editor parts filters.
Updated leaderboards.
Added sand/grass/dirt/snow physics materials (currently only on Bathurst).
Experimental vehicle features: magnetic tires, rear-wheel steering.
Added ESP to vehicle wheels to avoid low-speed spins.
Improved tire response on curved surfaces.
Much improved vehicle handling when driving on walls.
Much less likely to spin out when resetting to a checkpoint.
Updated telemetry output data and force feedback for grass/sand/dirt/snow.
Fixed some vehicle decal issues.
Fixed some audio drop-out issues.
Fixed one AI vehicle always being brainless.
Fixed first-person HUD.2018/10/18 - v0.32b/c - hotfixes
Change from FXAA to SMAA T2x antialiasing.
Fix flickering HUD elements.
Add "-gpuextensions 0" command line option.
WIP split-screen tutorial support.2018/10/18 - v0.32d hotfix
Fixed VR, D3D10 rendering.
2018/11/2 - v0.32e
Improved tutorial.
New sector ownership HUD.2018/11/8 - v0.32f
Added a C++ telemetry example application.
2018/11/9 - v0.32g
Fix tutorial crash.
- Developer post
September update
The September update brings a preview of the configurable vehicle loadout system. The vehicle editor doesn't yet allow you to edit your own loadouts, but within a race you can select from a list of pre-defined loadouts. The previous vehicle loadout of 4 upgrade slots is currently
Original postThe September update brings a preview of the configurable vehicle loadout system. The vehicle editor doesn't yet allow you to edit your own loadouts, but within a race you can select from a list of pre-defined loadouts.
The previous vehicle loadout of 4 upgrade slots is currently named the "Hero" class, and is joined by 4 new classes designed to fill different roles within a team match.
2018/09/05 - v0.31
Loads of new vehicle abilities!
Different vehicle ability loadouts.
Vehicle select screen.
Team select screen.
Player name labels above vehicles.
Vehicle editor camera controls.
Re-enabled bloom effect.
Optimized split-screen.
Smoother vehicle physics at high speeds.Melbourne Esports Open results
Congratulations to 'Slipstream', who dominated the leaderboards during our time-trial open compition at the Melbourne Esports Open, and has won an Acer Aspire Nitro 5 gaming laptop, courtesy of AMD!

- Developer post
Melbourne Esports Open 2018 Time Trial
For the next two days, 22 will be exibiting at MEO 2018. You'll be able to compete for the best lap times on a local leaderboard, and thanks to the sponsorship of AMD, the winner will walk away with a brand shiny new gaming laptop! See you there. MEO 2108 details: Competition det
Original postFor the next two days, 22 will be exibiting at MEO 2018. You'll be able to compete for the best lap times on a local leaderboard, and thanks to the sponsorship of AMD, the winner will walk away with a brand shiny new gaming laptop! See you there.
MEO 2108 details: https://www.melbourneesportsopen.com.au/
Competition details: http://www.22series.com/meo2018tournament/#about

- Developer post
August Updates and Melbourne Esports Open 2018 (updated)
Melbourne Esports Open 2018 22 Racing Series will be present in the expo hall at MEO 2018, on September 1st & 2nd! Visit the team in person, and participate in contests and tournaments to win prizes, including new PC hardware components. More information / Buy tickets August
Original postMelbourne Esports Open 2018
22 Racing Series will be present in the expo hall at MEO 2018, on September 1st & 2nd! Visit the team in person, and participate in contests and tournaments to win prizes, including new PC hardware components.
More information / Buy ticketsAugust Updates
We're starting August with another small incremental patch. The vehicle editor is much more complete now, actually allowing you to save vehicles and take them into races. Various engine improvements and controller support issues are also included.
Our focus will now shift back to gameplay, tutorials and online features!
Controls configuration guide
https://steamcommunity.com/sharedfiles/filedetails/?id=1463227426
2018/08/02 - v0.30
Improved load times.
Vehicle editor saves to Steam Invetory.
Custom vehicles can be renamed.
More Vehicle editor parts.
Vehicle aero elements animate to match physics (DRS, air mode steering).
Can take customized vehicles into races.
Joystick/Steering-Wheel "hats" (D-pads) can be bound to controls.
Fixed Fanatec force feedback.
Set Logitech and Fanatec wheels to 180deg range instead of 900deg.
Added Thrustmaster T500RS SDK.2018/08/08 - v0.30b
Updated telemetry output format.
Experimental dynamic reflection graphics system.
Vehicle editor improvements.2018/08/09 - v0.30c
D3D10 hotfix.
- Developer post
July Updates
Version 0.29 is another small update, containing initial support for Windows Mixed Reality hardware, more work on the vehicle builder, and finally support for completely customizing your controls. Please note - the vehicle builder still does not save your creations Another patch
Original postVersion 0.29 is another small update, containing initial support for Windows Mixed Reality hardware, more work on the vehicle builder, and finally support for completely customizing your controls.
Please note - the vehicle builder still does not save your creations
Another patch later this month will hopefully add saving, and the ability to take your creations into races.We will also be posting a guide on how to set up custom controls for steering wheels, joysticks, etc, and would love any community contributions here. If you have a specific bit of hardware that you want us to support, let us know!
2018/07/14 - v0.29
Controls configuration GUI.
More Vehicle editor!
Support Windows Mixed Reality for SteamVR.2018/07/18 - v0.29b
Controls configuration GUI fixes.
More Vehicle editor parts!! - Developer post
June Update
This month we've only put out a few incremental fixes and enhancements, but lots of behind the scenes work is continuing on online multi-player infrastructure, steam inventory integration, and the vehicle builder (coming soon™)! 2018/05/25 - Hotfix D3D12 performance, memory usage
Original postThis month we've only put out a few incremental fixes and enhancements, but lots of behind the scenes work is continuing on online multi-player infrastructure, steam inventory integration, and the vehicle builder (coming soon™)!
2018/05/25 - Hotfix
D3D12 performance, memory usage
2018/05/26 - Hotfix
VR crash on startup
2018/05/28 - Hotfix
Friction bugs at high speed
2018/06/13 - mini update
Support for HDR10 (UHD TV) and Freesync 2 HDR (add "-hdr 2" to your launch options if your HDR TV is a secondary display, or "-hdr 0" to disable).
Better support for SLI / Crossfire.Edit: another mini-patch this month:
2018/06/27 - v0.28
Version number displayed at the top of the screen at all times (patches will actually have version numbers from now on!)
Steam inventory integration.
WIP vehicle editor.
WIP modding support. - Developer post
May update
May 2018 Re-enabled D3D12 support, fixed D3D10 support. Work in progress "Home" menu and Twitch integration in Hub menu. Lap time leaderboards. Improved replay cameras. Ambient occlusion effect. Vehicle skeletal animation. Different vehicle suspension configs for tube/flat tracks
Original postMay 2018
Re-enabled D3D12 support, fixed D3D10 support.
Work in progress "Home" menu and Twitch integration in Hub menu.
Lap time leaderboards.
Improved replay cameras.
Ambient occlusion effect.
Vehicle skeletal animation.
Different vehicle suspension configs for tube/flat tracks.
Support for Razor Hydra controllers.As well as these regular progress updates, there has been a lot of behind the scenes progress on online multiplayer and vehicle editing systems, so expect to see these in a future update soon!
- Developer post
March and April updates
March 2018 Better AI after cars have finished a race. New transparency rendering techniques. Tire physics fixes. New "Plasma" boost that slowly fills up from sector ownership. Removed hand-brake button. More consistent jump physics. Tweaked vehicle aerodynamics. Smoother vehicle
Original postMarch 2018
Better AI after cars have finished a race.
New transparency rendering techniques.
Tire physics fixes.
New "Plasma" boost that slowly fills up from sector ownership.
Removed hand-brake button.
More consistent jump physics.
Tweaked vehicle aerodynamics.
Smoother vehicle steering.
Bunny hop ability (right thumb stick click).
Third person camera improvements.
Fixed UI on non 16:9 aspect ratio displays.
New sector upgrade mode.
New vehicle-position indicators, race-time, lap-time and leaderboard HUDs.
Hold reset to restart a lap (in some modes).
Disabled mouse steering (for now).
Race results and race notification improvements.April 2018
New track - "Coast".
Rebalanced audio levels.
Testing hybrid game mode with two win conditions - first to 5 laps, or to capture all sectors.
Support for Vive and Oculus controllers.
Draw 3D models of controllers when running in SteamVR mode.
Added (optional) motion/gesture steering controls.
Hide other vehicles in VR if they are too close to your camera.
VR UI fixes.
Added a steering wheel indicator to the VR HUD.
Settings->Attract Mode now ends.To reset to the new default control scheme (mandatory for users of Oculus Touch / HTC Vive controllers), please open the Windows/Start menu -> Run, then paste %appdata%\22 Racing Series[/u] and press OK to open the folder where our config files are stored. Then delete the controls.json file.
