RaceRoom Summer 2026 Update: New GT3 Cars, DTM 2026, a Modern HUD and Larger Multiplayer Grids 3rd August 2026. RaceRoom Entertainment GmbH today shares the following development notes from KW Studios, the studio developing RaceRoom: Tomorrow, 4th August, we are aiming to release a new milestone update for RaceRoom. The Summer 2026 Update introduces four new GT3 car models, the DTM 2026 Car Pack, an extensively updated Nürburgring Nordschleife, a refreshed Monza, major dedicated server optimisations and the first iteration of our completely new in-game HUD. Behind the scenes at KW Studios, work continues on some of the largest technical projects in RaceRoom’s history. These include a new backend for the RaceRoom service, a complete revamp of the game menus and a brand-new rendering engine for the game client. Those projects are not quite ready yet, but a recent breakthrough has allowed us to bring the first major piece of this research and development work into the current version of RaceRoom much sooner than expected. Here is what you can expect from the update. Four new GT3 car models Four of the latest GT3 machines are joining RaceRoom, each featuring a very different design, engine configuration and approach to performance. Ford Mustang GT3 Evo Unleash American V8 power with the Ford Mustang GT3 Evo. Combining an unmistakable naturally aspirated soundtrack with refined aerodynamics, suspension and braking, the latest evolution of the Mustang delivers greater stability, confidence and consistency across every lap. Aston Martin Vantage GT3 Evo British elegance meets uncompromising GT3 performance in the Aston Martin Vantage GT3 Evo. Powered by a 4.0-litre twin-turbocharged V8, the Aston Martin Vantage GT3 combines its bonded aluminium chassis with extensively revised suspension, modern racing electronics and an aerodynamic package developed from nose to tail. Built with KW suspension technology, the Vantage has been designed to provide predictable handling and a wide operating window. Its aerodynamic and suspension characteristics aim to give drivers greater confidence under braking and through high-speed corners while maintaining consistent performance throughout a race. The Vantage brings a distinctive combination of British design, turbocharged V8 power and a deep endurance-racing pedigree to the expanding RaceRoom GT3 field. Lamborghini Temerario GT3 The Lamborghini Temerario GT3 begins a completely new chapter for Lamborghini Squadra Corse. It is the first GT racing car to be designed, developed and produced entirely by Automobili Lamborghini. Derived from the Temerario road car, the GT3 version uses an adapted version of its aluminium chassis and 4.0-litre twin-turbocharged V8 engine, but without the road car’s hybrid system. The turbochargers, intake and exhaust systems have all been redesigned for competition. The aerodynamics and cooling systems were developed specifically for GT3 racing, while the modular carbon-fibre bodywork and removable front and rear chassis sections allow teams to carry out repairs and adjustments more efficiently during a race weekend. Equipped with KW suspension technology, the Temerario GT3 has been engineered to deliver a stable and balanced platform across the different demands of international GT racing. Porsche 911 GT3 R Evo The 2026 evolution of the Porsche 911 GT3 R refines one of the most successful cars in modern GT racing. The naturally aspirated 4.2-litre flat-six engine remains at the heart of the package, but the aerodynamics and suspension have received a wide range of detailed improvements. New louvres above the front wheel arches work together with revised front suspension kinematics to reduce pitch sensitivity under braking. This helps maintain a more consistent aerodynamic balance and provides more precise and predictable braking behaviour. Further changes include additional power steering cooling and numerous endurance-focused refinements designed to improve consistency during long and demanding races. Together, these four cars significantly expand the variety of RaceRoom’s GT3 field. From the naturally aspirated Mustang and Porsche to the twin-turbocharged Aston Martin and Lamborghini, every new model offers its own sound, character and driving experience. DTM 2026 Car Pack The four new GT3 cars also form part of the upcoming DTM 2026 Car Pack. The pack features the latest liveries from the 2026 DTM season across all seven participating manufacturers: • Aston Martin Vantage GT3 Evo • BMW M4 GT3 Evo • Ford Mustang GT3 Evo • Lamborghini Temerario GT3 • McLaren 720S GT3 Evo • Mercedes-AMG GT3 • Porsche 911 GT3 R Evo The DTM 2026 Car Pack brings the championship’s current grid into RaceRoom, complete with the latest cars, teams and liveries from the new season. Introducing the new RaceRoom HUD Work in progress. Final version will differ. The new HUD is more than a visual refresh. It is the first major component built using technology developed for the future of RaceRoom. Until now, RaceRoom’s HUD overlays and the dashboard displays inside our cars have relied on Scaleform, a Flash-based system that has been part of the game since its original release in 2013. Scaleform is now old and obsolete. It has become increasingly difficult to maintain, and it is not compatible with the new rendering technology currently being developed for RaceRoom. We recently managed to configure Adobe Animate to work with the legacy system, which allowed us to create the one-to-one replica of the real dashboard found in the LRT NXT1. We were pleased with the result and initially planned to use the same process for future cars. That plan has now changed. As part of the development of RaceRoom’s future rendering engine, we began creating a brand-new UI renderer from scratch. Its internal codename is COSMO, and it has been designed specifically around the requirements of RaceRoom. COSMO was originally intended only for the future rendering engine. However, we found that it could be integrated into RaceRoom’s current DirectX 9 codebase relatively easily. That is a much bigger deal than it might sound. It means that we do not have to wait for the new rendering engine to be completed before players can begin benefiting from this new technology. Just a few weeks ago, we started rebuilding the RaceRoom HUD using COSMO. The first iteration is planned to arrive as part of the 4 August update. This breakthrough has also reshuffled our development priorities. Rather than continuing to create new dashboards using the old Flash-based system, our focus will now be on completing the COSMO integration and gradually converting the existing displays inside RaceRoom’s cars. We already have experimental conversion tools that could help accelerate this process. Once the conversion is complete, future displays can be developed directly in COSMO. We believe this approach provides the most value to players as quickly as possible while also preparing RaceRoom for its next technological chapter. Customize your HUD layout The new HUD provides far more flexibility than the old system could support. Every individual element can be moved, resized and switched on or off independently. This allows you to create a layout that suits your display, field of view and personal preferences. Press the key assigned to “Move and Resize HUD Elements”, which is key 7 by default, and each active element will become a labelled box. You can then drag the elements around the screen, resize them or disable them completely. A reset option is also available to restore the HUD to its default layout. Work in progress. Final version will differ. New HUD elements The first iteration includes a wide selection of new widgets. Multi-function display Work in progress. Final version will differ. The MFD provides several pages of detailed information: • Relative positions • Lap times • Vehicle information • Pit settings Tyres The Tyres widget displays detailed information about: • Tyre temperatures • Tyre pressures • Tyre wear • Brake temperatures • Dirt collected on each tyre Standings The Standings widget changes depending on the session. It displays lap times during qualifying, the running order during races and the leaderboard during Time Attack competitions. Timing Timing displays your current position, lap number, sector information, last lap time and best lap time. Instruments The Instruments widget acts as the main vehicle cluster, displaying information including: • Gear • Speed • Engine revolutions • Vehicle condition • ABS activity • Traction control activity • DRS status Status Strip The Status Strip gathers important notifications such as slowdown penalties, invalidated laps and other race-control messages. Message Log The Message Log collects multiplayer chat and system messages in one dedicated element. Returning elements, rebuilt and enhanced Several familiar HUD features have also been completely reimplemented in COSMO. Delta Displays the live time difference between your current lap and your best lap of the session. Track Map Shows the positions of every car around the circuit. Multiclass colours have now been added, making mixed-class traffic easier to understand at a glance. Starting Lights Displays the red-light sequence at the beginning of a race. Virtual Mirror Provides a clear rear view when the physical mirrors are outside your field of view. Radar Displays nearby cars and helps you navigate close-quarters racing. Input Meter Visualises your steering, throttle, brake and clutch inputs. FFB Graph Displays the force feedback output and helps identify clipping. This is only the first iteration of the new HUD. Moving to COSMO provides a much stronger foundation for future improvements, new widgets and additional customisation options. Dedicated server optimisations and larger grids Alongside the HUD and UI renderer, we have been working to eliminate another long-standing limitation: the strange ceiling of approximately 38 players that RaceRoom dedicated servers could never reliably exceed. Recent optimisation work appears to have unlocked considerably more potential. Previously, the server sent every car’s position to every player at the full update rate, regardless of where those cars were located on the circuit. The server now determines which cars are relevant to each player. Cars within 150 metres continue to update at the full rate. Cars located further away, such as on the opposite side of the circuit, drop to approximately 25 percent of the full update rate. You cannot see those cars directly, and the game client can smoothly fill in the gaps between the less frequent updates. The reduction in position data sent by the server is substantial: • Approximately 43 percent less traffic with 20 cars • Approximately 60 percent less traffic with 40 cars • A theoretical reduction of approximately 68 percent with 99 cars During our latest impromptu test with members of the RaceRoom Discord server, we reached a grid of 50 players. Nürburgring Nordschleife updated for 2026 The Nürburgring Nordschleife has received an extensive update to bring it in line with the circuit’s current real-world appearance. This will be a free update for everyone who already owns the Nordschleife in RaceRoom. The changes include: • The Tourist parking area has been overhauled with updated posters, parking gates and exit gates. • New buildings and electric vehicle charging stations have been added. • A new exit road has been added before the Tourist entry. • The driving line through the Hohenrain chicane has been moved closer to the barrier. • Higher entry and exit kerbs have been added at Hatzenbach. • Additional grass grids have been added at Piff-Paff, Exmühle, Eiskurve and the Small Carousel. • Green carpets have been removed from the Grand Prix circuit and Hohe Acht, with the barrier also moved closer at Hohe Acht. • New banners have been added at Breidscheid, together with the previously missing orange wall marker. • The kerb at Brünnchen is now modelled in 3D at a height of three centimetres. It was previously flat. • Reprofiling of the Pflanzgarten 2 hill • Numerous areas of new asphalt and new track markings have been added. • Electric vehicle charging stations have been added at T13. • Various additional details and surrounding areas have been updated. The Nordschleife remains every bit as demanding as before, but its surface, surroundings and trackside details will now more closely match the circuit as it appears in 2026. Monza gets rubbered up Monza is also receiving another free visual update. Following the real circuit’s resurfacing and renovation work, we updated RaceRoom’s version of Monza to recreate its newly finished appearance. At the time, the circuit looked almost spotless. The asphalt was fresh, the paint was clean and the kerbs appeared newly finished. That appearance was accurate for about a week. Once racing returned, the freshly painted kerbs quickly collected rubber and dirt. The pristine version in RaceRoom therefore became outdated almost immediately. We have updated Monza once again to represent how the circuit looks after regular use, including worn paint, rubbered-up kerbs and the more lived-in appearance of a track that has hosted plenty of running. A first look at the future of RaceRoom The Summer 2026 Update combines new cars and current-season motorsport content with major improvements to the technology behind RaceRoom. The new HUD is the first visible result of the research and development going into RaceRoom’s future renderer and user interface. The dedicated server optimisations open the door to significantly larger multiplayer grids, while the Nordschleife and Monza updates keep two of our most important circuits aligned with their real-world counterparts. We are aiming to release the update tomorrow, 4th August. There is plenty more happening behind the scenes, and we look forward to sharing more about the future of RaceRoom soon. See you on track!
Love it! Happy to see more modern FR GT3s, the current selection was quite limited. Nords update is always welcome. Even more happy to see the success in updating the game and its features, I hope COSMO will be reliable. Overall, it's always nice to learn more about what's happening behind the scenes!
This is great news, I really hope RRE will get the love it actually deserves to get rid off that nimbus of being "outdated" that often has little to do with the actual game's quality but with a player base that sticks to personal attachments (caused by hearsay), routines and old habits or simply the willingness to yourself in for a fresh unbiased perspective...
In case someone skipped the GridTalk and wants to know what is going on content-wise: Spoiler: Spoiler Alert The Ford Mondeo Super Touring and the Peugeot 406 Super Touring have been confirmed to arrive soon. There will also be some new classic tracks and the team is working on two little brothers for the NSU TTS. There might be a chance to touch the Formula 1 topic. A Nordschleife-themed DLC is planned for December, featuring two or three new cars that raced at the Ring this year. Also in the making are more cup cars, one with a French flag on it.
The ONLY thing RRRE has over the competition is that you have unique and different content. No dynamic weather, no night time, no dynamic changing line. And with this update you put out more GT3 and increase capacity for all the people not playing this game online. You guys are pretty clueless. You can't compete with the better games that run real GT3 and ranked online. This game engine is ancient and limited. You need to stick with the different content and put out something different. If anyone wants ranked GT3, this is the last game they'll play.
game engine , now what are you pointing to the graphics engine or the physics engine i 3xpect a full breakdown of what you mean and various points to back up your arguement especially if we are talking physics Andi
I'm surprised that development took such turn that we are getting new UI before that missing part of menus u could see on Moritz Lohner video that they already did some work on this missing part so hopefully that Q3 update or however it will be called will finally close that painful chapter of updating these menus also obviously can't wait for dashboards for these new GT3 cars, hopefully it won't take long to "finish" this new content and maybe additionally update them in some other cars
GT3 is among the most popular classes in ranked multiplayer. New cars might not bring new people in, but they give players who are already here more toys to play with. New graphics are already under development and people who work on cars can't speed up this process. Your "You guys are clueless" comment is very misguided.
I can't find a way to bring Full data display on the screen, it's only in the car. There are no toggles in Settings anymore and the usual keybind only turns Instruments cluster on and off. Did you actually just remove it? You should bring it back. It was a great, immersive and fairly authentic way to get almost all info that you need during a race without filling the screen with artificial widgets (all I needed in addition to that is a radar and delta). Even when playing in a cockpit view I sometimes found it was better to use this on-screen display than the one in the car, either because of the camera angle or the size of the display or because parts of my wheel covered the in-car one.
Some oddities with linked discounts: BMW M4 GT3 Evo has a discount down to 79 vRP even though it's the same car as in the DTM 2025 class, and Porsche 992.2 also has the same discount even though it's supposed to be a new car. Merc and McLaren have the usual discounts down to 29 vRP.
Yes, dashboard as a hud element is currently gone, because they still need to be converted into the new tech. I also dislike it as i usually only use the dashboard as a hud element. but this is also the reason why there are no real dashboards for the new gt3 cars, but they are about to come in the comming weeks/months.
I noticed two minor livery errors for the new DTM 2026 cars. The febi logo on Lucas Auers car behind the rear tyres is mirrored on both sides. Similarly, the febi URL on Tom Kalenders car behind the rear tyres is overlapping with a wrong Landgraf logo on both sides.
Does it mean that: 1) Full data display will return? 2) Recently added GT3s will get original displays?
I think you are missing something here, R3E physics wise is one of the best, netcode is as well. When it comes to the graphics engine, there is a lot of things they are open about and the reason why there was a pause in development as a switch to unreal engine was on the cards and that held them back. They have been doing a lot of work behind the scenes and they have done wonders with the existing engine however they have always said that this is something that they need to upgrade/replace. That aside comments like this are to be honest pointless, not sure what you would achieve
No. What KW Studios actually has over most other titles is structural. KW Studios belongs to KW Automotive, the same group that owns KW Suspensions and ST Suspensions. They have been building premium racing suspension systems for European touring cars and GT cars since 1992 and supply real-world teams. In 2013 they worked with Polyphony on Gran Turismo physics. They later acquired the studio that became RaceRoom. This is not a game company trying to look like a simulator. It is a real motorsport supplier that also runs a simulator. Real drivers use it as a practice tool. Data flows both ways. Ascher Racing (same group) builds steering wheels that are used in actual race cars, not just sim rigs. The unique content exists for a reason: the company is contractually and commercially tied into real series (DTM, ADAC GT Masters, etc.). When the 2026 DTM Esports season finished, the priority for many of us was getting the new cars early so we can learn them, set them up, and be ready for 2027. That is quality-over-quantity thinking, not “cluelessness.” Ranked GT3 online is not the only way to define a racing sim. RaceRoom’s background is different, and that difference is exactly why a lot of us are only in this sim. A few links, to help you get a better understanding of what raceroom is. It is a complete ecosystem, that you are just not aware of, to be fair. https://motoiq.com/30-years-of-kw-from-a-one-man-business-to-a-global-entrepreneurial-group/ https://kwautomotive.de/en/the-company/ https://ascher-racing.com/int/verstappen-sim-racing https://track-time.de/int/racing-si...ies-one-gt-ultimate-kw-edition-r2r-simulator/ https://track-time.de/int/news/post/news-tracktime-fstd-edition-launched Brands: https://www.stsuspensions.com/de-en https://reigersuspensionusa.com/ https://www.belltech.com/ https://www.ap.de/ https://alko-shocks.com/ https://www.kwsuspensions.com/de-en https://www.bbs.com/en/home and, off coarse, Raceroom
Do we know if any of the new(ish) cars in RR (e.g. in the latest DTM pack) benefited from the KW Automotive / Suspensions team cooperation? And if yes which ones specifically? I've seen such suggestion somewhere, but haven't looked much into it yet.
I don't think he ever will, it's more of a typical Steam Forum rant, and mostly those folks dodge when they've spit out their frustrations (that could come from any direction and are not necessarily related to their primarly subject of criticism alone)