iRacing Studios announced that their upcoming official IndyCar video game, scheduled for release in the second half of 2026, will utilize the same physics engine as NASCAR 25 while employing different graphics technologies.
Two Games, One Physics System
Executive Vice President Steve Myers revealed to Traxion that the IndyCar title will share vehicle dynamics with NASCAR 25, creating a unified “simcade” physics model across iRacing Studios’ racing portfolio.
According to Traxion Gaming exclusive interview, “The physics engine is the same physics engine in the NASCAR game,” Myers explained. “The feel that you’re going to have driving a NASCAR in 25 is going to be the same feeling you’re going to have driving in the IndyCar game.”
The decision allows iRacing to build a dedicated physics team that services multiple games rather than developing separate systems for each racing series.
Graphics Engine Split Creates Development Flexibility
Despite sharing physics, the games will run on completely different graphics engines:
NASCAR 25:
- Unreal Engine technology
- Releasing October 14, 2025 on PlayStation 5 and Xbox Series X|S
- Proven game development platform
IndyCar Game:
- Orontes Engine (same as ExoCross)
- Second half 2026 release date
- Proprietary graphics technology
Strategic Business Decision Behind Engine Choice
Myers explained the dual-engine approach serves multiple purposes for iRacing Studios:
- Risk mitigation: Testing different development paths
- Technical advancement: Expanding company knowledge base
- Future flexibility: Developing proprietary technology alongside proven solutions
- Cross-pollination: Learning from both projects to improve iRacing’s main simulation platform
“I think it’s a safe approach of trying two different paths,” Myers noted. “We can learn things from developing both products to help us on the iRacing side.”
Content Sharing Benefits Multiple Platforms

The collaboration extends beyond physics engines to track and content development. Myers revealed that every NASCAR Cup Series track used in NASCAR 25 received updates in iRacing’s main simulation platform.
“Every track that’s going to be in NASCAR 25 was updated in iRacing,” he explained. “Everyone on iRacing benefits from the NASCAR 25 project already because every track got updated for free.”
This content sharing approach maximizes development investment across iRacing’s entire ecosystem, benefiting both the NASCAR Fan Experience and IndyCar gaming community.
Technical Challenges for Orontes Engine
While NASCAR 25 benefits from Unreal Engine’s established features, the IndyCar game faces greater technical challenges with the less-proven Orontes Engine.
“Certainly, the Orontes Engine doesn’t have the full feature set that a full Unreal Engine would have,” Myers acknowledged.
However, he expressed confidence in the proprietary technology’s capabilities, citing ExoCross as evidence of the engine’s visual potential.
Next-Gen Racing Game Development
The shared physics approach reflects broader industry trends toward modular game development, similar to innovations seen in the NASCAR Next Gen Car where standardized components improve competition while reducing costs.
Key Development Benefits:
- Economies of scale in physics development
- Consistent driving experience across racing series
- Shared expertise between development teams
- Reduced development costs for complex vehicle dynamics
Timeline and Release Information
NASCAR 25:
- Release date: October 14, 2025
- Platforms: PlayStation 5, Xbox Series X|S, PC (Steam – November 11)
- Physics: New unified “simcade” model
- Graphics: Unreal Engine
IndyCar Game:
- Release window: Second half 2026
- Platforms: PC and consoles (unspecified)
- Physics: Same as NASCAR 25
- Graphics: Orontes Engine
Industry Impact and Future Implications
The announcement positions iRacing Studios as a major player in console racing games, competing directly with established franchises like F1 and Gran Turismo.
The unified physics approach could standardize racing game feel across different motorsports, potentially making it easier for gamers to transition between NASCAR and IndyCar titles.
Myers hinted at broader applications: “We can build a team that’s working on that physics engine, and now they’re servicing multiple games and we can really perfect that engine for the purpose it serves.”