‘MotoGP 20’ Is A Brutal Experience, But One You’ll Want To Try
‘MotoGP 20’ is good, even if you’re terrible.
Milestone
After playing MotoGP 20 for hours on end, I’ve come to a damning realization: there’s a racing game I’m unquestionably terrible at.
There are pertinent reasons for my lack of skill. Aside from a recent foray into motorcycle racing games with TT Isle of Man 2, I have a limited experience of them. I’ve never played a MotoGP game before. I’ve also never been on a motorbike in my life.
But I’ve never shirked the challenge of a racing game, even if it’s as close to real life as it can be. Sadly, the only thing that Red Bull KTM’s Matt Gardner was consistently close to was a career-ending injury on every turn. I reckon I’d do a better job riding around the Laguna Seca in real life.
However, this didn’t stop me enjoying MotoGP 20.
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The racing experience is predictable, but still daunting
For the most part, MotoGP 20 is a deep, rewarding and genuinely playable experience. Bike noobs like me will certainly struggle at first, but you’ll soon get to grips with the realistic physics engine that underpins the core, on-track element of the game.
The bikes feel weighty. You feel every bit of grip from the tires–or lack thereof–whether you’re on a fade left or a hairpin right. You can learn how hard or soft you can push your bike before you tumble off. You feel the difference in surfaces under your bike. Yet with so many other factors at play, from gradients to changes in weather, you never feel safe at speed. Braking feels like a death sentence, and was the one thing I simply couldn’t figure out. It’s frustratingly exhilarating.
There I go again.
Milestone
Speaking of exasperation, MotoGP 20’s AI competitors are incredibly aggressive. On any difficulty, and from MotoGP to MotoGP 3, I felt like Fred Astaire in the Australian Grand Prix scene from On the Beach, desperately trying to survive a race surrounded by opposition willfully attempting to commit suicide in order to escape the inevitability of death from incoming nuclear fallout.
Luckily, for all your failures–or the recklessness of others on the grid–MotoGP 20 gives you a strong, Forza-esque rewind ability, which gracefully reverts to a point far enough back, allowing you to dig yourself out of any hole. Soon, you’ll find yourself learning each of the game’s 20 regular-season circuits, alongside two throwback tracks: Donington and the aforementioned Laguna Seca Raceway. It’s not short of content, even if you’re discontent with your performance.
A graphical rollercoaster
MotoGP 20 isn’t a stunning game. The color palettes, combined with often lo-fi textures, can be a little jarring. The intros to races showcase some particularly low-quality renditions of the runners and riders, where often-identical, glazed-over track staff talk to each other through gestures, without moving their mouths.
There’s no point in talking to someone if you’re not going to open your mouth.
Milestone
But for the most part, the visuals are more than serviceable. The game kicks off by asking whether you want to favor high framerate or high-quality graphics, and MotoGP 20 is right to push the former. The fact it suggested high motion blur was an initial worry, but after trusting the recommendation, it works nicely. The frame rate stays smooth, even in the middle of a pack of murderous AI on a sharp turn.
Career is a bureaucrat’s dream–once you figure it out
You might feel intimidated by the racing, but wait until you first get into career mode: MotoGP 20 does not hold your hand. I gave it the benefit of the doubt and soldiered through; perhaps channelling the spirit of COVID-19, its hands-off approach is understandable.
Once you’ve chosen your team, leathers, bike decals and whatnot, you’re dumped into a menu with no guidance. You have engineers researching upgrades, but there’s no explanation of how best to use them. Or who to use. Or why. There’s no indication of how the upgrades truly benefit you, either. You find yourself repeatedly skipping weeks with no events happening, wondering if you’re meant to somehow schedule them yourself. Save for the occasional staff payment or bike upgrade, the first two months disappear.
Then suddenly you’re in the heart of a Grand Prix. Race weekends are hectic and genuinely lengthy affairs, if you want to do them properly; you can pick and choose your practice and qualifying sessions, or just race alone from the back of the grid if you feel up to it. You’ll look forward to them because the weeks between them quickly start to feel pointless.
MotoGP 20 landed on Xbox One, PS4, Switch, PC and Stadia on April 23.
Milestone
Customization is hit and miss
As is the way with modern sports simulations, the devil’s in the detail when it comes to putting yourself in the game. MotoGP 20 certainly gives you the tools you need to make your personal mark, though they’re inconsistent; holes appear as early as creating your rider.
First, you choose your name and your nationality. Now, I’m British and usually opt for Great Britain, but I spotted Scotland, Northern Ireland and Wales as options. I’m English. England is not an option. It’s especially ironic given the game was released on St George’s Day. After this, the only other customization option is picking from 18 stock faces. That’s if you’re a man; women get five. Come on Milestone, it’s 2020. I know women aren’t exactly dominating the sport, but that’s just lazy.
MotoGP 20 does utilizes a surprisingly deep, Forza Horizon 4-style creation suite for helmet and sticker design. It’s intuitive enough, even if it lacks the polish of Playground Games’ effort. I managed to make my custom Pittsburgh Steelers logo in a matter of minutes for my suit. But then, when designing my helmet, I couldn’t transfer my saved sticker design to it. Odd.
MotoGP 20’s sticker creation suite is surprisingly good.
Milestone
Bikes too can be customized to a degree, but some teams are limited, presumably due to copyright restrictions. As a bottom line, you get what you want, though I imagine this’ll only get more expansive with the next release–especially as the likes of F1 2020 are now getting on the “my team” movement.
However many more hours I put into it, and despite loving a challenge, I don’t think I’ll ever get good at MotoGP 20. I’m really competitive, too; I once learned backgammon just to beat a friend who wouldn’t stop going on about how good they were at it. And backgammon sucks.
MotoGP 20 does not. For its occasional clunkiness, inconsistent graphics, uneven career, indifferent historic mode and seemingly suicidal AI, it does a lot of things very well indeed. If you’re a casual racing game enthusiast like me, or you’re new to the two-wheeled format, it won’t be an easy ride. But what better way to learn the most dangerous form of professional racing than to repeatedly ragdoll your digital avatar into a tire wall at 100mph?
Disclaimer: I was provided with a copy of MotoGP 20 in exchange for a fair and honest review.
MotoGP 20 Review — Tough Turns
I’ve played many racing games, but MotoGP 20 is a new kind of challenge that I wholeheartedly embrace. The high-speed, demanding bikes require a slightly different approach from the traditional race car techniques I’m accustomed to, breeding an internal competition for understanding and mastery that leads to a heightened tension on the track. This creates an appreciation for the bikes – their power and handling – that is a welcome change from getting behind the wheel of just another race car.
The need to make your rider lean into the corner to turn the bike and fight centrifugal force – with two wheels underneath you – is an added dimension that makes cornering feel different than in a car. Fine tuning your line through the corners is harder because even slight aberrations in your speed or lean can easily change your arc and cause you to lose speed. Just winging it or finessing the corner is more costly than in a normal racer. The satisfaction for a smoothly taken corner – or succession of corners – is truly its own kind of reward. And when it didn’t go well for me, I was thankful for the rewind feature that lets players correct their mistakes.
It may sound like just more to layer on, but I suggest you choose the option to split the control of the front and back brakes to separate buttons. The back brakes don’t have as much proportional power as those on the front, but they offer some extra control in the middle of a turn. Similarly, changing the amount of fuel you carry, and thus the weight of your bike, can have a big effect on your lap times. While running out of gas during a race is a nightmare scenario, using less gas in practice sessions is a good way to hit crucial R&D objectives in the career mode.
In the career mode (which features tiers of different-caliber bikes), you hire an agent to broker an amenable contract and technical directors to work with your staff to unlock and create bike upgrades. It’s straightforward off the track, but on the track during practice sessions is where it gets more interesting. In order to complete development tests to earn points for R&D, you have to hit specific lap times.
This is standard for a career mode, but it becomes fun when you start fiddling with your fuel loadout and sitting down with the track engineer for a guided setup. The latter is a great tool to customize the bike’s settings to how you race and what kind of feedback the bike is giving you. The track engineer asks you questions around specific gameplay elements, such as how the bike is handling in the middle of a corner, to give you the feel you’re looking for. It’s a simple way to modify the bike without asking you to actually grab a wrench and start tweaking things you might not understand. Making these tweaks and fixing any damage you incur during practice all take up valuable practice time – another aspect that adds stakes to the sometimes-boring race weekend format.
Platform:
PlayStation 4, Xbox One, Switch, Stadia, PC
Release Date:
Purchase
I wish other areas of the game were as helpful as the track engineer. Not only would riders of all skill levels benefit from tutorials on the finer points of bike riding, but the game does not explain crucial aspects like how the bike’s electronics work. Given how important things like fuel consumption and braking can be, it’s a shame that the electronics controls that affect these aspects and others aren’t explained. What is the AW number, and what does it mean when I raise or lower it? Even a simple racing academy with video and/or tests demonstrating how to take different kinds of corners would be welcome.
MotoGP 20’s online is also missing some key features. It has no matchmaking or larger league/season structure, even if you can tweak elements like turning on/off collision and filling out the field with A.I. racers if you wish. At least the historic mode adds a twist beyond just going through scenarios from the past. The mode’s daily challenges confer currency that can be spent on a revolving marketplace of real-life teams and riders for the mode (currently there is no way to spend real money here). It doesn’t come close to your standard sports game Ultimate Team-esque fantasy mode, but it’s new within the racing genre, and I’d love for it to be further developed in the future.
Racing is a constant challenge. Each corner, opponent, and straightaway is a chance to gain or lose positioning at a bevy of different points on the track. I’m used to that cadence, so to introduce new wrinkles that evolve and deepen the experience on and off the track is exciting. It feels like a new take on speed.
MotoGP 20 Game Review
October 17, 2020, Saturday
08:25
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This material was written by a site visitor and has been rewarded.
Hello everyone.
I decided to write an article dedicated to the game MotoGP of the 2020 season. Just the day before, I went through my whole career to the end and we can already draw certain conclusions.
The game itself was announced this spring. The development was traditionally carried out by the company Milestone Srl , which has been working in the field of racing simulators of the MotoGP 9 series for many years0016 and SBK .
recommendations
The changes compared to the previous parts are minimal, but they exist.
Consider in order.
First, we are greeted by the initial screen, which displays the settings and main sections.
Options : everything is clear here, control settings, video settings, choice of game difficulty.
Multiplayer has been in the series for a long time. And this spring, due to the coronavirus, many racers participated in computer races on the previous part of the game.
Quick Modes : World Championship races (composed before the quarantine), quick races on individual tracks and time trials are located here.
World Championship can be customized by choosing your tracks and bikes from
Historic Mode by unlocking them first. The tracks remained the same, but one new one was added — the Finnish Grand Prix.
Main mode — Career , that is, Career. This is where many changes have taken place. And not for the better.
Too much team management. He was present before, but in a more simplified form. Team management will bear certain fruit. But you can notice them only with a sufficiently large complexity of the races themselves. If you choose the minimum difficulty of the races, then there is no point in it.
Career main screen
You can choose engineers and technical staff
Recruited engineers help in improving the parameters of the bike
Test rides allow you to «pump» the main parameters
This section of the career is very tiring, especially given the lack of Russification of the game. Some moments are recognized only in the process of «use». All in all, it’s a highly contrived thing.
Now, starting a career, you can immediately choose any class of motorcycles (previously, career growth was increasing from Moto 3 ). Choose a class, available teams (these are the weakest at first), difficulty settings for both control and the level of opponents.
The game allows you to flexibly adjust these parameters. If you want, you can put the control of the rider’s body on the shoulders of artificial intelligence. Make braking front and rear brakes with one button. The choice of settings for specific tracks is also either your prerogative or a computer.
Race tire selection
Your race engineer can answer questions about basic settings
You can also customize the racing process itself: the length of the race, cancel practice runs, qualification (in this case, you will start at the back of the field).
At the end of the race, you get championship points, bonus points (they depend on the difficulty level of your career), money (this is for the purchase of engineers).
In this game, compared to the previous parts, the animation of the racers has been improved. But the faces remained the same prosthetic
Your character looks much better with a helmet…
… than without it
… Now let’s move on to a new section — Customization … Here you can completely create the colors of your rider and his motorcycle
One of the motorcycle customization sections. And where have I seen this before?
If such a whim is justified in races like NFS, then it looks a little ridiculous. But, for a long time there has been a small layer of mods created by racing enthusiasts for this series. Apparently, the creators decided to meet them halfway. The system itself is somewhat confused, but you won’t see the result especially (except for the inscriptions on the back).
Bike customization page
Now let’s go directly to the race, its physics and the artificial intelligence of the rivals.
No strong changes are visible here. Visually, the game does not differ from the previous part MotoGP19 , at least I did not notice anything.
The main focus is still on motorcycle detailing
Physics has become more complex. Probably brought a little closer to reality. Now, even on the easy difficulty level, with the electronic control assistants turned on, it costs nothing to fall in the rain. The bad thing is that you can hardly feel the beginning of this slip. But there is also a time rewind function…
With assists disabled, the sportbike becomes very nervous even on a dry track. And with worn or overheated tires, the situation becomes even more complicated. An extensive list of settings allows you to choose the level of control complexity for yourself without any problems.
As far as AI is concerned, not everything is as smooth as in the previous parts.
Let’s say you set the easiest level for your opponents. In qualifying, easily bring them 5-7 seconds from a lap and start from pole. But already from the first meters of the start, they begin to go around you, as if standing (and this is with the help at the start turned on, which prevents wheel slip!). As a result, by the first turn, you find yourself in the middle of the field. And you won’t be able to catch up with the leaders on the straight line … But then, towards the turn, the peleton starts to slow down too early and you gradually go around everyone and by the end of the first lap you become the leader of the race. As soon as you break into first place, everyone else starts to lag behind those same 5-7 seconds per lap . .. This is a rather big flaw for a game that claims to be a simulator. Maybe it’s not on high difficulty. But there I just can’t catch up with anyone … If you start to overtake someone on a circle, then the pursued rider will leave the trajectory and let you through (as it should happen in a real race) and will not “butt”, as in Project Cars .
Five camera views are available to you while riding: two from the third person (from different distances to the bike) and three more from the motorcycle itself.
The creators of the game have published the following system requirements:
Operating system: Windows 8.1 64-Bit or newer.
Processor: Intel Core i5-2500 , AMD FX-8100 .
Video card: NVIDIA GeForce GTX 1050 / AMD Radeon HD 7950 .
RAM (GB): 8.
Free HDD space (GB): 22.0.
Let’s check the performance on the system: i5-4690K + GTX1070 .
Game settings — maximum. Screen resolution 1920×1080 and 3840×2160 ( DSR ).
I will test on the track BRNO , the weather is sunny. The recording is made by the program CapFrameX for one circle.
Test result
No performance issues. You can even play in 4K, but you won’t see 60 frames at 1070… At 1920×1080 resolution, the GTX 970 also copes with the game. Sometimes microfreezes slip through due to the fall of one of the riders (even if he is far behind you).
The graphics in the game, of course, cannot be called advanced. But by and large there are no competitors.
You can compare the progress of graphics in the series using example MotoGP08 .
Main menu of the game
General view of the bike
Main view
Although the game engine is completely different, the focus is only on motorcycles. Pay attention to the trees!
The only animation of the racer is to wave his hand.
Progress in the graphics is noticeable, it’s not worth talking about. The physics have also become much more realistic. But the AI of rivals was at a pretty decent level even then. At least all the actions were very correct, within the rules. This is a pleasant surprise even now.
What can you say about the game itself MotoGP 20 ? Like other sports games — it is an amateur. If a person does not like simulators, then he will not play it. Fans can only be disappointed, by and large, rather modest graphics. If you just want to ride motorcycles, then you should look towards the Ride series. There is an extensive list of motorcycles, some tuning, an extremely limited choice of tracks and exactly the same outdated graphics (it’s all about Ride 3 ).
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RU
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MOTO RACE.RU, April 23, 2020 — In partnership with Milestone, MotoGP general promoter Dorna Sports has been virtualizing the Grand Prix world for 10 years now. The first official simulator was presented to the public in the spring of 2012. The contract is concluded until 2021, but it will obviously be extended for the next 10 seasons: after all, it is on the basis of the MotoGP simulator from Milestone that the official virtual championship of MotoGP eSports is held!
The 2020 version of the game takes into account all the nuances associated with the season: new lineups, new colors, new prototype models, new sponsors on board — that’s it. Moreover, in all three classes. You can start your career in Moto3 and smoothly rise to the Royal class.
New mode — Managerial Career
MotoGP™20 offers a deeper gaming experience with a fully managed career option. In this mode, you can create a team for yourself, select specialists, including a personal manager. With the help of virtual employees, you can analyze telemetry data, improve motorcycle settings, attract virtual sponsors, and so on. Of course, you can come up with and make up the design of your own livery for the prototype and go on the track in it.
Improved physics and updated rules
It is clear that it is not yet possible to create a 100% realistic motorcycle racing simulator, especially MotoGP, in which you can take into account all the nuances of piloting, weather features and the influence of 100500 factors on the state of asphalt, grip and traction.
But Milestone is trying. With each new release, the simulator becomes more and more realistic. At least he forgives fewer and fewer virtual mistakes. True, experienced gamers are well aware of the «realism» of MotoGP 19 physics, and they know what settings need to be adjusted in order to cut along the curbs with impunity and go to the “green”, and even to the grass.
Since the 2019 season in MotoGP, the regulations prohibit going to the green during timed practices, qualifications and races — for this, pilots are fined, their best laps are cancelled. Similar changes have been made to the rules of MotoGP 20: now penalty seconds will automatically come for cutting off the green. We already saw the effect of this item during the MotoGP Virtual Race, because the game was already played on the 2020 platform!
Falling will be harmful
New tricks: falling is unprofitable
Damage to the aerodynamic kit will now play a greater role than before. So, light falls that do not lead to catastrophic consequences for the engine and chassis, one way or another, but will affect the ride: there will be less stability at speed, when cornering there will be less confidence on the side with which there is damage to aerodynamics; on deceleration, the physics of the process will change. The motorcycle will suffer purely visually, so it will look sloppy in the screenshots and in the recording. In general, have motivation, fall less often!
In a rainy race, curbs and lanes will lead to serious splintering. But not on all tracks, again. For example, Italian autodromes use a special paint that is in no way inferior to asphalt in terms of grip.
Rain racing will become more realistic
New balance. For example, the stability of a motorcycle is now even more dependent on speed. And if you try to take the bike into a turn at near-zero speed, you just fall on your side, just like in real life.
Many such nuances have been taken into account.
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Some engineering skills will play an important role in MotoGP 20. Prototype settings will really help make the prototype a little faster in certain conditions. The player really needs a good basic knowledge of working with telemetry in order to understand which parameters affect what. The developers have made it so that most of the date is analyzed automatically (with the help of a command, if the player, of course, «hired» a telemetry operator in advance). But at the last moment, you can make changes to all the settings of the motorcycle.
New drivers — new colors, new prototypes
Fuel consumption settings, different ignition, power and power maps — all available just like in real life, making MotoGP 20 more of a simulation than an arcade game.
Of course, the only thing that the game cannot convey in any way is the feeling of piloting itself.
The future of MotoGP physics simulation — today
To do this, third-party developers began to create more realistic physics simulators, put mock-ups of motorcycles on complex hydraulic platforms. In fact, these are kind of “recoil joysticks” rather than “simulators”, since they still do not create physical stress on the pilot, and it’s impossible to ride these simulators as if you were riding a real motorcycle (it just won’t work).
MotoGP Champion Alex Crivier with his creation, the CKU 28 Simulator
1999 MotoGP Champion Alex Crivier’s CKU 28 has been developing these simulators since 2013. The point is that the hydraulic platform is feedback and creates all the necessary opposing gravity loads that the rider must contend with while riding a normal motorcycle.
It is possible that in the near future it is these things, and not gamepads, that will be in the hands of MotoGP eSports participants.
You can do it with a knee if you really want to
In the meantime, for hundreds of thousands who want to immerse themselves in virtual racing, a TV set-top box and a gamepad are the main means of achieving the goal.