“When designing a physical race car, we spend considerable resources assuring that steering, throttle, and braking systems are highly responsive to the driver’s commands,” said Chris Gilligan, Chief Information Officer, Competition & Engineering for Joe Gibbs Racing. “For our iRacing esports teams, the same is true, but instead of engineering physical systems, we must ensure that driver inputs are fed into the simulation engine with minimal delay. Minimizing this latency between the driver control systems, the sim engine, and the video display are not only key for providing a sense of realism, but also allows drivers to hone their car control skills in a virtual environment.”