Glossary
Racing terms
Racing games and sim racing speak a language of their own, largely borrowed from real motorsport. This glossary will help you make sense of guides, patch notes and conversations in online lobbies.
Once you know what a mistake is called, it's easier to find and fix.
How this section works: terms are explained in plain words and grouped by topic. Meanings may vary slightly from game to game, but the idea stays the same.
Track and driving
- Apex
- The inside point of a corner that the car comes closest to. A well-chosen apex lets you straighten the wheel and get on the throttle sooner.
- Racing line
- The path the car takes through a section of track. The racing line usually runs from the outside edge through the apex and back out to the outside.
- Braking point
- The spot before a corner where you start slowing down. Experienced racers tie it to clear markers beside the track.
- Trail braking
- A technique where you release the brake gradually while already turning into the corner. The loaded front axle helps the car turn more precisely.
- Corner sequence
- Several corners in a row that are taken as a single whole. A mistake in the first one usually carries over into all the rest.
- Kerb
- The raised strip along the edge of the track. Some you can ride over with confidence; others bounce the car and send it into a slide.
- Slipstream
- The zone of reduced air resistance behind another car. Running in it lets you build up speed for an overtake on a straight.
Car and setup
- Understeer
- The front wheels lose grip, and the car keeps going straighter than the steering is turned.
- Oversteer
- The rear axle loses grip: the car turns more than intended and may spin.
- Downforce
- The force with which airflow presses the car onto the track. It adds grip in fast corners but increases drag on the straights.
- Tyre pressure
- A setting that affects the shape of the contact patch, tyre warm-up and wear. It's changed in small steps.
- Gear ratios
- The ratios in the gearbox. Short ones speed up acceleration; long ones let you reach a higher top speed.
- Camber
- The tilt of a wheel relative to vertical. It changes how the tyre sits on the tarmac in a corner and on a straight.
- Force feedback
- The forces the wheel passes to your hands: resistance, vibration, lightness when grip is lost. It tells you what the car is doing.
Game and online
- Assists
- Driver aids: ABS, traction control, stability control, automatic braking, racing line guide.
- Deadzone
- The part of a stick's or pedal's travel that the game ignores. It's there to filter out small accidental movements.
- Telemetry
- Data about a run: speed, pedal inputs, steering angle, tyre temperatures. It helps you compare laps and find mistakes.
- Safety rating
- A measure of how clean you are in online races. It drops for contact and corner cutting and rises for clean races.
- Lobby
- The waiting room before an online race, where participants gather and race settings are chosen.
- Ghost
- A semi-transparent car replaying your own or someone else's lap. It's handy for comparing lines and finding time.
Related sections
- Mechanics
Racing line, braking points, weight transfer, understeer and oversteer, tyres and step-by-step car setup.
- Guides
Step-by-step guides: wheel calibration, career mode, qualifying, wet tracks, crash-free online races. Plus our article catalogue.
- Questions
Short answers about getting started in racing games, control settings and online racing rules.
- Reviews
What to look for in a racing game and how to tell fact from the author's taste in someone else's review.
What we rely on
- Motorsport driving school training materials on driving technique
- User manuals and developer help pages for racing games
We describe the general principles of racing games. Menus, modes and online racing rules in a particular game may differ and change with updates — check the developer's help pages.