Project Motor Racing didn’t exactly launch to thunderous applause, but its developers have rolled up their sleeves and have been updating the simulator.
That hard work is finding application in a new and major patch numbered 1.5.0.5, which brings more improvements to several areas of the game.
Specifically, according to the patch notes, we see progress across graphics, performance, AI behavior, penalty system, audio, and tracks. These changes have been inspired directly by feedback from players.
You can read the full patch notes below.
Graphics, Performance & Display
- Simplified and fixed VSync handling
- Frame rate limiter is now always available.
- Double and triple buffering options have been removed.
- Increased maximum frame rate limit to 180 FPS.
- Removed the “Off” option from the frame limiter.
- Added support for AMD FFX SDK 2.0, improving upscaling and performance compatibility.
Radar System & Race Awareness
- Radar System polished and optimised with smoother rotation
- More accurate proximity warnings
- Corrected vehicle length alignment (front-to-rear)
- Fixed issues where yellow flags and backmarker voice-overs could trigger from inactive cars in online sessions.
- Fixed issue where the radar could throw an error after pausing and restarting a session.
- Improved overall radar stability and accuracy, especially online.
Penalty System & Track Limits
- Major refinements to penalty detection and messaging
- Off-track penalties now require all four wheels to be on a non-drivable surface.
- Added clearer feedback messages: Under Investigation and No Further Action
- “Under Investigation” will no longer appear on the first lap of Practice or Qualifying.
- “Under Investigation” notifications now clear correctly when entering the pits.
- Improved penalty calculations
- Distance-gained factor is now clamped to prevent excessive penalties.
- Fixed cases where AI penalties could be assigned to incorrect track sections.
- Adjusted AI distance estimates using start marker spline distances.
- Fixed cases where pit lanes could be exploited without penalties on certain tracks.
AI Improvements
- Improved collision behaviour between player and AI cars.
- Reduced excessive sliding and brake locking on LMDh AI opponents.
- Improved tyre grip behaviour for LMDh AI opponents.
- Fixed brake and tyre heat spikes for AI opponents.
Audio Improvements
- Improved collision audio response.
- Attenuation tweaks to turbo and backfires.
- Added low-pass filtering to car-to-car scrape audio for improved realism.
Multiplayer & Stability
- Fixed crashes when accessing multiplayer with missing or invalid driver profile data.
- Fixed a crash when opening the driver profile menu with invalid profile entries.
- Speculative fix for broken multiplayer replay loading.
Career & Game Flow
- Removed hardcoded career length, allowing more flexible progression.
- Default session time changed to 10:00 AM with light rubbering.
- Updated French localisation for tyre compounds.
Vehicles
- Numerous fixes and improvements across GT and Group C cars.
Tracks & Environments
- Numerous fixes and refinements across many circuits.
- Additional environment improvements.
Input & Controls
- Fixed an issue where the pit limiter might not turn off automatically after rebinding inputs.
- Improved controller behaviour consistency across platforms.
General Fixes & Polish
- Fixed multiple crash scenarios across physics, audio, radar, multiplayer, and UI.
- Improved data validation and cleanup for collision and penalty systems.
- Numerous smaller stability, performance, and visual polish improvements throughout the game.
That’s certainly a lot of progress to follow the Holiday season. Of course, we’ll have to see how the community will respond. So far, user reviews are trending upwards, which should be a good sign.
Project Motor Racing is currently available for PC, PS5, and Xbox Series X|S. If you’re unfamiliar with it, it was originally born as GTRevival, and Straight4 Studios is the team created by Ian Bell, founder of Slightly Mad Studios of Project Cars fame.
The simulator uses Giants Software’s in-house engine, which has been powering the Farming Simulator franchise for a long time.










