The simulator's settings explained in your language, and your PC's health, one click away.
What it is for
GARAJE prepares the machine. It reads iRacing's settings files and explains each value clearly: what it does, the trade-off and what is recommended. You read and decide. Before saving it makes a backup and shows what will change. There are no one-click presets, on purpose.
Some buttons may appear in Spanish or with slightly different wording.
How to open it
In the Suite menu, PIT group, click GARAJE and then OPEN.
At the top you choose between SETTINGS and DOCTOR.
SETTINGS
Each settings file with its SECTIONS and its settings.
Search across all settings.
On each setting: its value, what it does and RECOMMENDED. Each group says how many are right and how many could be improved.
Review and save: shows pending changes.
Confirm and save, Keep editing or Discard.
View backups:Backups, with Restore, and Change folder for the backup folder.
Reload cache now and iRacing folder.
DOCTOR
Disk space: how much iRacing takes, with logs, replays, telemetry and paints.
Free old telemetry: removes the old ones.
Crashes: the crash records, with Empty.
Review paints and Compact.
What gets deleted goes to the Windows Recycle Bin.
PC and profiles
Computer: processor, graphics card, memory and displays as reported by Windows.
Profiles:Save current settings, Compare, Copy groups, Export and Import profile. Each change uses Prepare plan and Apply plan, and stays in View history.
Displays: flat monitor measurements, for one or three monitors, in millimetres, centimetres or inches.
Guidance: you choose what to review: stutter or instability, image quality, or monitor measurements.
Measurements: compares two performance samples.
Controls, full backups, calendar, history, paints and recovery complete that screen.
Common tasks
Changing a setting
In SETTINGS, find the setting.
Read what it does and what is recommended.
Change the value.
Click Review and save, check the changes and click Confirm and save.
It applies with iRacing closed, or when you reopen it.
Going back
Open View backups.
Choose the backup and click Restore.
Freeing disk space
Open DOCTOR.
Check Disk space.
Click Free up old telemetry or Empty in Crashes.
Saving and comparing configurations
In Profiles, type the profile name and click Save current settings.
With two profiles, click Compare.
Entering your monitor measurements
Open Displays.
Choose one or three monitors, and the unit.
Review the measurements and prepare the plan.
Check and apply the plan.
Common problems
"iRacing folder not found": choose it in iRacing folder.
"Not saved" or "Partly saved": close iRacing and save again.
The change does not show in the simulator: iRacing reads these files when it opens; restart it.
Something got worse after a change: use Restore.
"Not measured": Windows does not give that value. GARAJE does not make it up.
Full reference
Every option, text and notice of the app, with its real name.
Every setting explained
Performance and graphics
Car detail: How much geometry and texture detail the 3D cars get: 0=low, 1=medium, 2=high. If you raise it: Cars look crisper near and far. The GPU takes on more work: with a packed grid you can drop FPS. If you lower it: Models get leaner, the far ones first, and you gain FPS exactly when it counts: at race starts. Recommended: 1 (medium) · 2 if you have FPS to spare Wheel detail rides on this option; there is no separate key.
Object population: Which scenery gets drawn: fences, billboards, buildings and trackside props. 0=few, 2=all. If you raise it: The scenery looks fuller and more alive. It costs FPS on crowded tracks, street circuits included. If you lower it: Surroundings get sparser and you take FPS back. It changes nothing about how the car drives. Recommended: 1 (medium)
Crowd in the grandstands: How packed the grandstands are. 0 = empty grandstands. The crowd means thousands of animated figures, so it weighs a lot. If you raise it: Stands packed and a grand-prix feel. A huge crowd of animated figures for CPU and GPU to move. If you lower it: Easy FPS: spectators change nothing in how you drive. Set 0 and the stands stay empty. Recommended: 0 or 1 for maximum FPS
Grandstand detail: How detailed the grandstand structures are: the buildings themselves, not the spectators. If you raise it: Stands carry extra geometry. A light hit compared with other options. If you lower it: Plainer structures. Hardly visible; a few FPS for free. Recommended: 1
Pit objects: How detailed the pit lane kit is: trolleys, jacks, hand tools. If you raise it: The pit lane looks fully kitted out. You notice the cost when you roll past a row of parked cars. If you lower it: The pits look emptier; you gain FPS coming in and going out. Recommended: 1
Foliage: How much grass and scrub surround the track. 0=none, 3=high. If you raise it: A greener, livelier trackside, paid for by the GPU. If you lower it: Less grass rendered and extra FPS. During a race nobody looks at it. Recommended: 0 or 1
Event detail: How much race-weekend dressing is drawn: tents, hospitality areas, trucks. If you raise it: A busier paddock with a major-event vibe. Medium cost. If you lower it: Less weekend dressing; a few extra FPS. Recommended: 1
Sky refresh rate: How frequently sky and clouds get recalculated: 0=slow, 1=medium, 2=fast. If you raise it: Clouds and sky light move more fluidly as weather shifts. Slightly higher load. If you lower it: The sky refreshes in bigger jumps (barely noticeable) and you release some GPU. Recommended: 1
Maximum cars drawn: Top number of cars RENDERED on screen at the same time. The others stay present (physics and collisions intact); they only appear once you close in. If you raise it: Distant cars become easier to spot on large grids. The load spike at the start climbs and may cause stutters. If you lower it: Stutters at the start vanish when the grid is full. Cars far away show up as you approach. Recommended: 24 to 32
Cars in mirrors: Max cars painted in each mirror. Since a mirror renders the scene again, vehicles behind you are painted twice. If you raise it: The mirror shows more cars in traffic. Each car is rendered twice: that costs FPS. If you lower it: Huge FPS gain at starts if you keep an eye on the mirror. Only the farthest cars drop out of view. Recommended: 8 to 16
Cars transmitted by the server: How many cars arrive from the server carrying live position. Beyond that figure the display is less precise (the sim moves them back). If you raise it: More cars tracking true to life around you. Extra network traffic and a bit more CPU. If you lower it: Fewer network bytes (handy on thin connections), yet cars in the distance move with less precision. Recommended: 21 (the factory value works well) The session keeps the same car count either way; only the number receiving detailed data changes.
Pit objects drawn: Cap on pit lane objects drawn by each camera. If you raise it: Extra kit on show in the pits; slightly heavier load while you roll down the pit lane. If you lower it: The pit lane costs less to draw. The gain is small, yet free. Recommended: 30
Pit objects in mirrors: Cap on pit objects rendered inside the mirrors. If you raise it: Mirrors display the full pit lane; you rarely glance over. If you lower it: Mirrors cost less to render. Keep the value low, no need to fret. Recommended: 4
Virtual mirror: A virtual mirror band across the top of the display. It costs far less than the cockpit's own mirrors. If you raise it: The upper band shows up: you spot anyone closing from behind at almost no FPS cost. If you lower it: The band vanishes and you fall back on the cockpit mirrors (costlier to render). Recommended: 1
Virtual mirror size: Size setting for the virtual mirror band: 0=large, 1=medium, 2=small, 3=very small, 4=minimum. If you raise it: WATCH OUT: a bigger value shrinks it. The mirror stays discreet and covers less of the screen. If you lower it: Drop the number and the mirror grows: you see more behind you, at the price of screen space. Recommended: 1 (medium)
Real cockpit mirrors: How many physical mirrors on the car get drawn. Every mirror equals one COMPLETE extra view onto the scene: among the priciest features you can buy. If you raise it: More cockpit mirrors switched on (full immersion). Each one takes a solid handful of FPS. If you lower it: Set 0 and the cockpit mirrors switch off while your FPS take off. Leave the virtual mirror running and nothing is lost. Recommended: 0 (with the virtual mirror) or 1
Mirror quality: Sharpness of the image inside the mirrors: 0=low, 1=high. If you raise it: Reflections look crisper, though the scene gets rendered again at more resolution: it eats plenty of FPS. If you lower it: Mirrors turn a bit softer and the GPU saves real ground. It is plenty to know who approaches. Recommended: 0 for FPS
Shadow detail: 0 = lean shadows, 1 = maximum. Shadows rank near the top of the cost list in the renderer. If you raise it: Extra cast shadows and deeper visuals everywhere. This option demands the MOST FPS of them all. If you lower it: This tweak hands back some of the biggest FPS gains. The surface looks flatter, yet your driving feels no difference. Recommended: 0 for FPS · 1 for quality
Shadow system (shadow map): Main on/off for the shadow map system. Turn it on and overcast skies plus ambient light look right. If you raise it: Shadows and cloud light do their job. The cost stays moderate. If you lower it: Every shadow feature disabled: FPS at their peak, though under a grey sky the lighting turns strange. Recommended: 1
Dynamic car shadows: Each car throws its own shadow while rolling (daylight only). If you raise it: Each car pulls a genuine shadow along: looks great, yet it costs with a packed grid. If you lower it: Cars stop casting a moving shadow and FPS return right where the pain is (race starts). Recommended: 0 for FPS
Dynamic shadow resolution: Resolution used for each dynamic shadow map: 0=512px … 4=8192px. If you raise it: Car shadows come out crisp with no stair-stepping. Costs extra VRAM and a few FPS. If you lower it: Shadows look a little soft up close while you save memory and GPU load. Recommended: 1 (1024)
Static shadow resolution: Resolution used by shadows from fixed scenery: buildings, trees and bridges. If you raise it: Scenery shadows look sharper, paid for with extra VRAM. If you lower it: Scenery shadows soften a bit and you get video memory back. Recommended: 2 (2048)
Headlight quality: Quality level of the night headlight beam: 0=low, 1=medium, 2=high. If you raise it: A smoother, more realistic beam after dark, at a moderate GPU cost. If you lower it: Simpler beams: you gain FPS at night without losing real track visibility. Recommended: 1
Headlights in mirrors: Controls if beams from the cars behind you show up on the road surface reflected in your mirrors. If you raise it: Mirrors at night look more true to life, showing rival lights on the road surface, and it costs GPU. If you lower it: Mirrors drop the headlight lighting maths, which buys extra FPS after dark; the cars and their lamps remain visible. Recommended: 0
White headlights (no blotches): Renders each lamp in one plain white tone instead of coloured light. Reduces blotch and stripe artefacts on the road after dark. If you raise it: Light looks tidier at night without strange banding, though you give up the individual colour tint of each lamp. If you lower it: Each lamp shows its true colour, but on certain GPUs blotches or stripes can appear in the light pattern. Recommended: 0 (1 if you see blotches at night)
Material quality (shaders): Quality level for materials, reflections and how surfaces react to light: 0=low … 3=maximum. If you raise it: Bodywork, tarmac and metal pick up much deeper highlights, a heavy hit for the GPU. If you lower it: Picture turns flatter and duller, while performance frees up, a solid choice when FPS run low. Recommended: 2 (high)
Ambient occlusion (SSAO): Gentle contact shadows around creases, corners and object joints. They lend a feeling of depth. If you raise it: The picture gains real body and dimension, at the price of a steady slice of GPU. If you lower it: A first candidate to disable when you chase FPS: what changes while driving is barely noticeable. Recommended: 0 for FPS
Wet reflections (SSR): Mirroring on wet road and bodywork, with levels 2=full, 1=half resolution and 0=off. If you raise it: Wet conditions look brilliant, with the circuit mirroring cars and sky. It's a pricey effect. If you lower it: Dry running costs you nothing. When it rains the road mirrors less, though the car flows better. Recommended: 0 · 1 if you race in the rain
Motion blur: Blurs the image as you go faster: 0=off … 4=ultra. Cosmetic only. If you raise it: Speed reads more film-like, paid for with a little sharpness and a few FPS. If you lower it: A crisp, clear picture no matter the velocity. It is what 99% of drivers ask for. Recommended: 0
Depth of field: Softens what sits behind the action in cinematic fashion, mostly during replays. If you raise it: Replays gain a movie feel, yet it contributes nothing behind the wheel. If you lower it: Every element stays sharp and you pocket a few FPS for free. Disable it guilt-free. Recommended: 0
Heat haze: Ripples of heated air rising from engines and exhausts. If you raise it: A pleasing touch trailing the cars, with a low-to-medium cost. If you lower it: Heat waves disappear, giving a tidier view of the car in front plus extra FPS. Recommended: 0 for FPS
Auto exposure: Sets overall scene brightness like your own eyes: leave a tunnel and the picture 'adjusts' to daylight. Requires HDR to be on. If you raise it: Shade-to-sun light shifts come out natural (with HDR on). If you lower it: Brightness stays locked and never adapts: the picture behaves predictably on circuits that include tunnels. Recommended: 1 with HDR It has no effect unless HDR is switched on.
HDR rendering: Draws the scene in high dynamic range. It pays off only when your display is truly HDR. If you raise it: On genuine HDR hardware, lights and skies gain a much wider range. A standard screen shows no improvement. If you lower it: Standard SDR output: it runs lighter and keeps the familiar appearance. Recommended: 0 unless you have an HDR screen
Scene contrast: Tweaks contrast in the sim's picture without ever touching your monitor: -6 (flat) up to +6 (strong). 0 = neutral. If you raise it: Blacks go deeper and colours gain bite. Push it too far and shadow detail gets crushed. If you lower it: The picture looks flat, yet detail in dark zones shows up better (handy after dark). Recommended: 0
Scene brightness: Moves the sim picture's overall brightness up or down: -6 to +6. 0 = neutral. If you raise it: A lighter picture: useful after dark or with a dim display. If you lower it: A dimmer picture: handy when the sim seems washed out under the sun. Recommended: 0
Gamma: Tunes the gamma curve (midtones) across -6 to +6. 0 = neutral. If you raise it: Raises midtones while keeping highlights intact: the fine adjustment for seeing better in the shade. If you lower it: Midtones come out darker, and the image gains apparent contrast. Recommended: 0
Sharpening strength: Strength the sharpening filter applies to edges: 10 (minimum), 125 (factory) and 300 (maximum). If you raise it: Edges turn crisper and distant text easier to read. Push it too far and halos plus grain show up. If you lower it: The result reads gentler and closer to life, with a softer picture. Recommended: 125 Takes action only while sharpening is on.
Sharpening limit: Top limit the sharpening filter may reach on each pixel (0=minimum, 10=factory, 100=maximum). If you raise it: Gives the filter more headroom on strong edges: extra crispiness, with halos as the trade-off. If you lower it: Holds the effect back so strong-contrast edges stay free of artefacts. Recommended: 9-10
AMD FSR scaling sharpness: With FSR scaling on, this value sets how much sharpness the upscaler gives back. If you raise it: The picture gets crisper; push it too far and grain appears. If you lower it: The upscaled image ends softer, with no visible grain. Recommended: 4-5 if you use scaling If resolution scaling is off, this setting does nothing.
Texture sharpness (mip bias): Shifts the texture detail level: negative values leave textures sharper at distance, positive ones blurrier; 100 make a full mip level. If you raise it: Towards positive: distant textures look softer, with less shimmering but more blur. If you lower it: Towards negative (e.g. -20): tarmac and signs stay crisper far away; push it too far and shimmering starts. Recommended: 0 (try -10 to -25 if you want more sharpness)
Anti-aliasing method: Chooses how the jagged edges along object outlines get smoothed. Recommended: 1 (MSAA) if you have headroom · 3 (SMAA) for FPS
MSAA samples: Number of samples MSAA takes per pixel. More samples mean cleaner edges. If you raise it: Nearly perfect edges. 8x is VERY costly; 4x already looks great. If you lower it: 2x is the classic trade-off: decent smoothing for a reasonable cost. Recommended: 2 or 4 It only applies when the anti-aliasing method is MSAA.
MSAA resolve filter: Filter the MSAA applies when it blends its samples into the final frame. Recommended: 3 (classic) Only active with MSAA.
Vertical sync (VSync): Locks the frame rate to the monitor refresh so tearing disappears, in exchange for extra wheel latency. If you raise it: A clean image with no tearing, but the wheel answers a bit late. Racers usually turn it off. If you lower it: The wheel reacts straight away (what you want when competing). Some tearing may show; the FPS limiter handles it. Recommended: 0 + FPS limiter
FPS limiter: Switches the frame cap on (set the number in 'FPS limit'). A cap steadies frame times and keeps the GPU cooler. If you raise it: Locked, stable FPS and a cooler, quieter GPU. Best choice for long races. If you lower it: The GPU renders as fast as it can: peak FPS but less even, hotter and louder. Recommended: 1
FPS limit: FPS ceiling while the limiter runs. Best match: your monitor's Hz, or just slightly under. If you raise it: Smoother motion if monitor and GPU can keep up; otherwise the frame rate will bounce. If you lower it: Extra GPU margin and more stable frame pacing; set it under your display's refresh rate and fluidity suffers. Recommended: = your monitor's Hz
Resolution scaling: Renders the scene at reduced resolution, then stretches it to fill your display. 0 = off. If you raise it: A huge FPS jump in exchange for sharpness. The lifeline of modest rigs. If you lower it: At 0 rendering happens at native resolution: full sharpness and full cost. Recommended: 0 on a powerful PC · worth considering on modest machines Turn sharpening on as well to win detail back.
NVIDIA Reflex: Cuts input lag from steering-wheel movement to on-screen reaction, on supported GPUs. Recommended: 1 with NVIDIA On other GPUs it has no effect.
Pre-rendered frames: How far the CPU can run ahead of the GPU with frames. Fewer = less latency; more = smoother if the CPU is struggling. If you raise it: A buffer that softens hitches while the CPU is maxed out, paid for with slightly higher wheel latency. If you lower it: Lower values react faster (1 is the usual setting, 0 the most aggressive). Should micro-stutters appear, return to 1. Recommended: 1
Lower FPS when focus is lost: Click another window (an overlay, a browser) and the sim drops its FPS to free up resources. If you raise it: The sim saves resources while it sits in the background, then catches up when you return. If you lower it: Frame rate remains at maximum even while another window has focus: vital if you run overlays or stream. Recommended: 0
Automatic LOD target FPS: Once frame rate falls under this target, the sim reduces object detail (LOD) automatically until FPS climb back. If you raise it: The sim cuts detail harder to hold on to those higher FPS. If you lower it: The sim tolerates lower FPS before trimming: steadier picture, with a risk of stutters. Recommended: = your target FPS (60, for instance) It works together with 'Maximum LOD cut'.
Maximum LOD cut (%): How far the automatic detail cut may go when FPS run short. 100 = no extra cut; 400 = very aggressive. If you raise it: Gives the sim wider latitude to cut detail on distant objects and sustain FPS during the toughest start. If you lower it: Objects hold their detail as FPS go down (a stable picture, with stutter risk). Recommended: 400
VRAM to use (MB): Cap on how much video memory iRacing may use. Set it close to your real VRAM and texture reloads (micro-stutters) stay away. If you raise it: More textures resident means fewer hitches from reloads. Never exceed your physical VRAM: that causes trouble. If you lower it: Frees up capacity for extra apps (overlays, streams), in exchange the sim reloads textures more often. Recommended: ≈ your real VRAM minus 1 GB
RAM to use (MB): Upper limit of system RAM the renderer may draw on for caches and scene data. If you raise it: More data preloaded into RAM: quicker loads and fewer stutters, if you have memory to spare. If you lower it: More RAM left for everything else on the PC; the sim leans harder on the disk. Recommended: the value the installer set is usually right
Load textures while driving: Lets the sim bring in fresh textures mid-stint (cars appearing, rivals' paint). If you raise it: Everything shows up immediately, though a micro-stutter may slip in while loading. If you lower it: Textures only load outside the car: no loading hitches on track at all, but a car may stay grey for a few seconds. Recommended: 1 (0 if you notice micro-stutters)
High resolution for nearby cars: Holds high resolution versions of the 3 cars nearest to you, exchanging them live. If you raise it: Rivals right on your bumper render at full detail; a bit more memory work. If you lower it: Every car shares one resolution (steadier on GPUs short on VRAM). Recommended: 1
2K car paints: Resolution used for car paints and vinyls: on = 2048px (sharp), off = 1024px. If you raise it: Liveries and numbers stay crisp even up close. Consumes more VRAM. If you lower it: Paints at half resolution: you free VRAM, and from far away nobody notices. Recommended: 1 if you have VRAM to spare
Hide numbers in test sessions: Test sessions only: numbers and decals disappear from the car, so your paint shows clean (useful if you design skins). If you raise it: A car without numbers in testing: ideal for painting your skin. If you lower it: Numbers and decals show up exactly as they do in a race. Recommended: 0 Applies to test sessions only.
Simple trees: It swaps in low quality tree models. If you raise it: Flat, cheap trees: extra FPS on heavily wooded circuits (Spa, Mount Panorama). If you lower it: Trees with body and good looks, paid for in GPU time. Recommended: 1 for FPS
Two-pass trees: Draws every tree in two render passes so the canopy outline comes out cleaner. If you raise it: Sharper canopy outlines; the catch is that the engine paints each tree twice, so it costs more. If you lower it: One pass per tree: coarser edges and a solid frame-rate gain on wooded tracks. Recommended: 0 for FPS
Trees swaying in the wind: Trees sway along with the wind of the session in progress. If you raise it: Living vegetation that reacts to the wind, at a tiny GPU cost. If you lower it: Motionless trees: no sway at all and a slightly lighter load. Recommended: up to you
Particle detail: Particle density: smoke, gravel, sparks and rain spray, with 0=low and 2=high. If you raise it: Heavier, showier smoke and spray; under rain or after contact it can drag your FPS down. If you lower it: Less clutter in the frame: a real boost at race starts and in wet conditions. Recommended: 1 (medium)
Full resolution particles: Paints particles at full resolution rather than at half. If you raise it: Sharper smoke and spray, but considerably more expensive to draw. If you lower it: Half-resolution particles: nearly as good looking and far easier on the GPU. Recommended: 0 for FPS
Tyre marks: Every brake application and slide lays rubber down on the track surface. If you raise it: The asphalt picks up rubber as you brake: extra realism plus visual hints of where to slow down. If you lower it: Track stays spotless, with a modest GPU saving. Recommended: 1
Sim interface size: Percentage scale for the sim menus and black boxes; 100 is the default size. If you raise it: Raise it and menus and boxes grow: easier to read on 4K screens or from further back. If you lower it: A tighter interface leaves more of the track in view. Recommended: 100
Interface transparency while driving: How opaque the interface boxes are while driving: 1.0 makes them solid, 0.2 nearly invisible. If you raise it: Higher up, solid boxes that are easy to read, though they cover more track. If you lower it: Lower down, see-through boxes with the track showing underneath. Recommended: 0.8 to 1.0
Hide cockpit obstructions: Hides the car parts that get in the way of your forward view. Recommended: 0 (realism) · 1 if the halo bothers you
Driver's hands: Draws the driver's hands gripping the virtual steering wheel. If you raise it: You watch the hands turn the wheel: extra immersion. If you lower it: Bare cockpit with no hands: better if a real wheel sits in front of you. Recommended: up to you
Virtual steering wheel: Chooses how the steering wheel is depicted inside the car. Recommended: 3 with a real wheel · 1 without one
Reduce cockpit flicker: Stops the flickering (z-fighting) between surfaces that sit very close together in the cockpit. If you raise it: Dash and cockpit stay steady with no odd flashes; the cost is tiny. If you lower it: Some interior surfaces may start flickering again. Recommended: 1
High-quality static shadows: Number of hi-fi static shadow maps the sim holds at the same time (buildings and fixed structures). If you raise it: Smoother shadow transitions while you tour the circuit; slightly higher VRAM use and load. If you lower it: Memory saved; shadows may visibly change quality between zones. Recommended: 3
Dynamic shadow trimming: Keeps tiny objects that you barely notice out of the dynamic shadow maps. If you raise it: (On) Each shadow carries fewer objects: night FPS almost for nothing. If you lower it: (Off) Shadows come out a bit fuller, at a higher cost. Recommended: 1
Track object self-shadowing: With shadow mapping on, lets a wide range of track objects shadow themselves. If you raise it: (On) Objects gain believable volume; it costs GPU at night. If you lower it: (Off) More FPS, though objects look somewhat flatter. Recommended: 0 · 1 if you have headroom
Shadow-casting night lights (max): Top number of track lights allowed to throw dynamic shadows during the night. If you raise it: Nights look more convincing on well-lit tracks; every shadowing light bills GPU time. If you lower it: Better night frame rates; some lights stop casting shadows altogether. Recommended: 4
Shadowed lights per pass: How many of those shadowed lights the renderer resolves in a single full-screen pass. If you raise it: Same lights, fewer passes: can run faster on strong GPUs. If you lower it: Lighter passes; lots of lights means more of them. Recommended: 3
Night shadow filtering: Sets how smooth the edges of dynamic night shadows get, from none up to 16-sample PCF. Recommended: 5 · drop to 2-3 if night tanks your FPS
Night shadow fade-in: How long (in 100ths of a second) fresh night shadows take to fade in. If you raise it: Shadow pop-in becomes smoother and less noticeable. If you lower it: They arrive sooner; at 0 they appear instantly. Recommended: 5-25 iRacing ships with 5 as the default.
Track objects cast night shadows: Makes fences, signs and other track structures throw shadow under the night lights. If you raise it: (On) Nights with more depth; brightly lit tracks charge a heavy GPU bill. If you lower it: (Off) A solid slice of your FPS comes back at night. Recommended: 0 · 1 only with GPU headroom
Walls cast night shadows: Track walls start casting shadow when the night lights are on. If you raise it: (On) Walls blend into the night lighting, at a GPU cost. If you lower it: (Off) More FPS; walls no longer block the light. Recommended: 0 · 1 only with GPU headroom
Per-pixel night shadow: With 1 the night shadow is computed once per pixel; with 0, once per anti-aliasing sample. If you raise it: (On) Cheaper under heavy MSAA, with slightly coarser shadow edges. If you lower it: (Off) Every AA sample gets its own shadow: finer, but pricier. Recommended: 0 · 1 with high MSAA if night is heavy
World minimum detail (auto-LOD): iRacing lowers detail purely to protect FPS. This is the floor: past this % the world no longer simplifies. If you raise it: The environment never looks too bare, even when FPS suffer at their worst. If you lower it: You give the sim more room to trim and hold FPS in tough moments. Recommended: 100 100 = normal detail. The value only bounds the automatic system; it is not a direct quality control.
Mirror minimum detail (auto-LOD): Floor of the automatic detail cut, applied to whatever the mirrors display. If you raise it: Mirrors remain tidy from start to finish, with FPS taking a hit in the worst case. If you lower it: Extra slack for mirror detail: hardly anyone spots it and it helps a lot. Recommended: 100 · 50-75 for FPS
Mirror maximum cut (auto-LOD): Ceiling of the mirror cut: past 100 mirrors may simplify beyond normal to gain FPS. If you raise it: Over 100 = mirrors degrade so FPS improve. If you lower it: More faithful mirrors, smaller savings. Recommended: 100 · 150-200 for FPS
Car minimum detail (auto-LOD): Lower bound of the automatic reduction applied to dynamic objects: mainly the cars. If you raise it: No car ever drops below that detail level, whatever it takes. If you lower it: Simpler cars on full grids become allowed, keeping FPS up. Recommended: 100
Car maximum cut (auto-LOD): Top end of the reduction applied to cars: above 100 they can go past the normal detail level. If you raise it: Past 100 = distant cars get simpler and FPS rise on packed grids. If you lower it: Always-detailed cars, smaller savings. Recommended: 100 · 150 if race starts choke you
Car minimum detail in mirrors: Lower limit of the automatic reduction for cars you see in the mirrors. If you raise it: Cars in the rear-view mirror stay recognizable; it costs on full grids. If you lower it: Mirror cars get simpler: a large saving that almost no one spots. Recommended: 100 · 50 for FPS
Car maximum cut in mirrors: Top of the reduction for cars seen in mirrors: above 100 they go beyond the usual detail. If you raise it: Above 100 = very cheap mirrors in a race; mirror cars lose their shape. If you lower it: More faithful mirror cars, smaller savings. Recommended: 100 · 200 for FPS
Don't restore culled cars: Once auto-LOD drops a car completely (empty level), setting 1 leaves it out for good, even when FPS recover. If you raise it: (On) No more cars flickering in and out far ahead. If you lower it: (Off) The sim restores cars at the earliest chance: fuller detail, though they can pop into view. Recommended: 0
Frames between visibility tests: Interval, in frames, before the engine re-checks which objects need drawing. If you raise it: Lighter CPU load; an object may need those frames before it shows up when peeking out. If you lower it: Set to 0 and the check runs every frame: instant appearances, higher CPU cost. Recommended: 5
Compress car textures: Applies block compression to car textures: far less VRAM in use, with barely any visible loss. If you raise it: (On) Massive VRAM savings; this is the setting iRacing pushes hardest. If you lower it: (Off) Even the sim's own file warns against it: VRAM usage explodes for nothing. Recommended: 1 (0 = don't even think it)
Compress helmet textures: Block compression for the textures of the drivers' helmets. If you raise it: (On) Lower VRAM use, with no visible loss. If you lower it: (Off) Extra VRAM spent on something you barely look at. Recommended: 1
Compress suit textures: Block compression for the textures of the drivers' race suits. If you raise it: (On) Lower VRAM use, with no visible loss. If you lower it: (Off) Extra VRAM spent on something you barely look at. Recommended: 1
Compressed geometry: Keeps 3D geometry (vertices) compressed: less memory used and less GPU bandwidth. If you raise it: (On) Free savings on pretty much any modern GPU. If you lower it: (Off) Worth disabling only while debugging a very rare graphics glitch. Recommended: 1
32-bit Z-buffer: Accuracy of the depth buffer. The finer it is, the less flicker you get where surfaces nearly touch (z-fighting). If you raise it: (On) Distant lines and surfaces flicker less. If you lower it: (Off) Frees a sliver of memory, though flicker may show up. Recommended: 1
Motion blur (driving cams): Motion blur applied to the cameras you drive from (cockpit and close ones). If you raise it: (On) A more cinematic feel of speed. If you lower it: (Off) The picture stays sharp: easier to read braking points and vibration. Recommended: to taste (0 for maximum sharpness)
Motion blur (broadcast cams): Motion blur applied to the TV and replay cameras. If you raise it: (On) Replays that look like a genuine TV broadcast. If you lower it: (Off) Sharp frames: better for studying replays frame by frame. Recommended: 1 · 0 if you analyze replays
Lens distortion: Simulates lens distortion (wide-angle style) on the cameras set up to use it. If you raise it: (On) TV cameras gain a more genuine optical character. If you lower it: (Off) The image stays geometrically clean. Recommended: to taste
Replay render modes: Turns on special render modes meant for replays (video production work). If you raise it: (On) Additional rendering choices while you review replays; on track nothing shifts. If you lower it: (Off) Plain replays with no extra options. Recommended: 0
Occlusion culling: Skips drawing objects that others completely hide from view. If you raise it: (On) Occlusion culling skips hidden geometry, which saves work in nearly every scene and is usually the top pick. If you lower it: (Off) Handy only to investigate objects vanishing when they should not. Recommended: 1
Multithreaded scene sort: Spreads scene sorting across several CPU cores at once. If you raise it: (On) Sorts in parallel to use your CPU better; a safe recommendation on any modern PC. If you lower it: (Off) Only worth it when chasing extremely rare scene-sort hangs. Recommended: 1
Far terrain: Renders far terrain (mountains, horizon) in its own separate pass. If you raise it: (On) The full horizon, as it ought to look. If you lower it: (Off) Saves a bit by dropping distant scenery: the gap is noticeable. Recommended: 1
Track displacement: Turns on the track displacement shaders: bumps and the true texture of the scanned surface. If you raise it: (On) The asphalt shows the circuit's real scan. If you lower it: (Off) A flatter surface, with a bit of GPU handed back. Recommended: 1
VR render mode (NVIDIA): Stereo rendering method used for VR on supported GPUs. Recommended: don't touch by hand: iRacing manages it per GPU and headset
Camera near plane: Near clip distance, given in tenths of a metre: 10 units equal 1 m. A longer reach cuts surface flicker (z-fighting). If you raise it: Less distant flicker; very close cockpit or track pieces may get CLIPPED. If you lower it: Everything right next to the camera gets drawn: more distant flicker. Recommended: 10 Bits of wheel or cockpit going missing means this value sits too high.
High-contrast cursor: Replaces the standard pointer with a high-contrast version that is simpler to see while driving. If you raise it: Reads better on light and dark backgrounds alike. If you lower it: Normal pointer again.
Pit line always visible: Keeps the pit in/out line drawn on the tarmac at all times, even on circuits where no pit exit rule would require it. If you raise it: The line is always on screen, handy for not crossing it by accident. If you lower it: It shows up only when the circuit requires you to respect it.
Racing line width: How wide, in metres, the racing line overlay appears on the tarmac. If you raise it: A thicker line reads more easily from a distance. If you lower it: A thinner line intrudes less on the view.
Show loading screens in the Beta UI: Lets the Beta interface display the sim's loading screens. If you raise it: The Beta interface shows the sim's genuine loading screens. If you lower it: The Beta interface skips showing those loading screens.
Interface safe mode: Not documented.
3D auto-configuration completed: Flag showing if the 3D graphics auto-setup has already completed when the sim starts (0 = it has not run yet). iRacing updates this value by itself.
Auto-configuration file version: Internal version number of the auto-configuration block. iRacing writes it.
Fixed cubemaps per frame: Count of static environment cubemaps drawn each frame (100 = one per frame). If you raise it: Raising it refreshes more reflections per frame: sharper ones, heavier GPU load. If you lower it: Lowering it means fewer reflections per frame: more FPS, slightly stale reflections.
Dynamic cubemaps per frame: Number of moving environment cubemaps the sim draws each frame, such as reflections of nearby cars (100 = one per frame). If you raise it: Raising it refreshes more live reflections: more realism, more GPU load. If you lower it: Lowering it leaves fewer live reflections updated: more FPS, reflections a bit behind.
Offset the interface from the bottom: Shifts the bottom part of the UI upward by the given percentage. If you raise it: The UI sits further from the bottom edge. If you lower it: The UI sits closer to the bottom edge.
Session interface transparency: How transparent the UI windows are on the session screen (pits and menus). If you raise it: Makes the windows more see-through. If you lower it: Makes the windows more opaque.
Full-screen session interface (triple): On a triple-monitor setup, lets the session UI stretch across the entire screen. If you raise it: The session UI spreads over all three screens. If you lower it: The session UI keeps a more contained size.
Particle thread priority: Priority the system gives to the threads that work out particles such as smoke or dust.
Warn about insufficient graphics settings: A warning on the session screen appears if your graphics options are set too low to see the track dirt properly. If you raise it: You get a warning if the graphics level hides the dirt. If you lower it: No warning is shown on that point.
Particle threads: How many threads (workers) are set aside to compute particles such as smoke, dust or sparks. If you raise it: More particle threads: helps when the screen is full of effects, at the cost of extra CPU load. If you lower it: Fewer particle threads: lighter on the CPU, though it may show with many effects on screen.
Interface hidden except with the spacebar: With this on, only the spacebar brings the UI back, even once the sim has focus again. If you raise it: The UI stays hidden until you hit space. If you lower it: The UI may pop back on its own when the sim regains focus.
Show controls while moving them: While you drag UI elements around, every movable control is put on display. If you raise it: The controls appear while you drag them, even if they had been hidden before. If you lower it: Hidden controls remain out of sight while you move other elements.
Force crowd in the grandstands: Makes the grandstand crowd show up in practice and qualifying as well, not only in races. If you raise it: You get a crowd in the stands during practice and qualifying. If you lower it: The crowd appears for races only (saving some performance).
Full-screen driving interface (triple): On a triple-monitor setup, lets the driving UI stretch across the entire screen. If you raise it: The driving UI spreads over all three screens. If you lower it: The driving UI keeps a more contained size.
Window Y position: Y coordinate of the window in windowed mode. iRacing rewrites this entry every time the window is moved, resized or maximised; leave it alone instead of editing it manually.
Window X position: X coordinate of the window in windowed mode. iRacing rewrites this entry every time the window is moved, resized or maximised; leave it alone instead of editing it manually.
Window width: Width of the window in windowed mode. iRacing rewrites this entry every time the window is moved, resized or maximised; leave it alone instead of editing it manually.
Window maximised: Keeps the maximised state of the window for windowed mode. iRacing rewrites this entry every time the window is moved, resized or maximised; leave it alone instead of editing it manually.
Window height: Height of the window in windowed mode. iRacing rewrites this entry every time the window is moved, resized or maximised; leave it alone instead of editing it manually.
Windowed mode alignment: Decides how the sim window is placed while you run in windowed mode.
Pixel ratio (windowed mode): Compensation for displays whose pixels are not square, used in windowed mode. If you raise it: Applies a stronger pixel-shape correction in windowed mode. If you lower it: Applies a weaker pixel-shape correction in windowed mode.
Pixel ratio (full screen): Compensation for displays whose pixels are not square, used in full screen. If you raise it: Applies a stronger pixel-shape correction in full screen. If you lower it: Applies a weaker pixel-shape correction in full screen.
Refresh rate: Refresh rate (Hz) the sim uses in full screen. If you raise it: A higher rate gives smoother motion when your display supports it. If you lower it: A lower rate works with more older displays.
Image scaling: Chooses how the image is scaled whenever the chosen resolution differs from the display's native one.
Full-screen width: Working width in full screen, measured in pixels. If you raise it: Steps up to a higher resolution. If you lower it: Steps down to a lower resolution.
Full-screen height: Working height in full screen, measured in pixels. If you raise it: Steps up to a higher resolution. If you lower it: Steps down to a lower resolution.
Colour depth: Bit depth of the image when the sim runs fullscreen. If you raise it: More bits per colour gives smoother gradations. If you lower it: Fewer bits per colour suits older hardware better.
Full screen: Chooses whether the sim runs full screen or inside a window. If you raise it: Runs full screen. If you lower it: Runs inside a window.
Display rotation: Image orientation aimed at displays that are physically rotated.
Video adapter: Chooses the GPU (adapter) the sim runs on when several cards are fitted. If you raise it: Points at a different video adapter (higher index) if you have several cards. If you lower it: Sticks with the system's first video adapter.
Window border: Shows or hides the window border while you work in windowed mode. If you raise it: The window keeps its border. If you lower it: The window is drawn without a border.
Bezel protection: Share of the screen width set aside so the bezel between monitors cannot cover the UI. If you raise it: More clearance from the bezel between screens. If you lower it: Less clearance from the bezel between screens.
Zoom correction (triple screen): When cameras zoom in hard, it relaxes the configured screen angles to cut down distortion. If you raise it: Zoom distortion gets corrected on triple screens. If you lower it: No correction, so zooming may look more distorted.
Monitor type: Declares if your screens are flat or curved, which keeps the triple-screen geometry accurate.
Number of monitors: Tells how many monitors make up your rig.
Simultaneous Multi-Projection (SMP): Switches on Simultaneous Multi-Projection on the GPU, the projection technique aimed at triple screens. If you raise it: Renders through GPU simultaneous multi-projection. If you lower it: That rendering path is not used.
Separate view per monitor: Renders one camera angle per monitor (less distortion, heavier GPU load) rather than a single panoramic shot. If you raise it: Each display receives an individual view: reduced distortion, at the price of extra GPU load. If you lower it: Single panoramic shot: lighter on the GPU, with more distortion at the sides.
Radius of curvature (mm): Curvature radius of your screens in millimetres; ignored when the type is flat. If you raise it: Simulates a panel that bends less (flatter). If you lower it: Simulates a panel that bends more.
Viewing distance (mm): How many millimetres lie between your eyes and the centre of the middle screen. If you raise it: Makes you feel seated further back from the display. If you lower it: Makes you feel seated closer to the display.
Total monitor width (mm): Full width of the screen in millimetres, with the bezel counted in. If you raise it: Matches a physically wider monitor, bezel included. If you lower it: Matches a physically narrower monitor, bezel included.
Usable screen width (mm): Width of the lit area in millimetres, bezel left out of the count. If you raise it: Matches a wider lit area, no bezel counted. If you lower it: Matches a narrower lit area, no bezel counted.
Side monitor angle: Degrees of rotation of each side screen relative to the centre unit. If you raise it: Side screens turned in further, up to 65°. If you lower it: Side screens flatter, with 10° as the minimum.
Video driver (DLL): The video driver's DLL; this is a read-only key that should stay untouched. The file flags it as “Don't Edit This!” — hands off.
Video driver version: Version of the video driver DLL; a read-only key that is not meant for editing. The file flags it as “Don't Edit This!” — hands off.
Video driver vendor: Vendor of the video driver DLL; a read-only key that is not meant for editing. The file flags it as “Don't Edit This!” — hands off.
Physical point size (mm): Size in millimetres of every point in the circuit's laser-scan point cloud. If you raise it: Larger points cover more surface but look less detailed. If you lower it: Smaller points add detail, though visible gaps may show.
Minimum point size (pixels): Floor in screen pixels for the size of every laser-scan point. If you raise it: No point is drawn smaller than that on-screen size. If you lower it: Points are allowed to draw smaller on screen.
Maximum point size (pixels): Ceiling in screen pixels for the size of each laser-scan point. If you raise it: Points are allowed to grow bigger on screen. If you lower it: No point goes past that on-screen size.
Video memory for the laser scan (MB): Laser scan detail ceiling kept in the graphics card memory. If you raise it: Reserving more VRAM brings denser laser-scan detail. If you lower it: Smaller memory reserve: the detail gets coarser and the VRAM is free for other jobs.
Mirror view vertical shift: Shifts the VR mirror on your monitor up or down, handy when it gets cut off. If you raise it: Pushes the mirror picture downwards. If you lower it: Raises the mirror picture.
VR interface width (cm): How wide the in-sim interface panels sit inside the headset, in virtual-world centimetres. If you raise it: The interface panels look larger inside the headset. If you lower it: The interface panels look smaller inside the headset.
VR interface distance (cm): How far into the virtual world, in centimetres, the interface panels are drawn inside the headset. If you raise it: The interface sits further away inside the headset. If you lower it: The interface sits nearer inside the headset.
Two-stage anti-aliasing: Applies the anti-aliasing a second time once the interface is drawn. Costs extra video memory. If you raise it: A cleaner interface in VR, at the price of more VRAM. If you lower it: Saves VRAM; the interface may show slightly rougher edges.
Fully wait for sync: Smooths frame delivery and latency when you run below the refresh rate, for a small constant cost. If you raise it: Steadier pacing when the GPU is tight, paying a small continuous cost. If you lower it: That fixed cost disappears, but pacing may wobble when performance is tight.
Use Oculus automatically: Switches to the VR headset the moment it detects it, with no question asked. If you raise it: It enables itself on detection, no confirmation needed. If you lower it: It asks for confirmation before enabling it.
Recentre when the safety warning closes: Puts the headset back to centre once the health and safety warning disappears. If you raise it: It recentres itself when you close that warning. If you lower it: The headset stays where it is, with no automatic recentring.
Use OpenVR automatically: Switches to OpenVR the moment it detects it, with no question asked.
Use OpenXR automatically: Switches to OpenXR the moment it detects it, with no question asked.
Oculus Rift support on: Switches Rift support on inside the simulator. If you raise it: Rift support enabled. If you lower it: Rift support disabled.
Resolution per display pixel: How many pixels iRacing renders per physical pixel on the headset panel; 125% is typical, and values above 100% may hurt performance. If you raise it: A sharper image in VR, but the GPU works harder. If you lower it: The GPU gets some relief, at the cost of a slightly softer image. Recommended: 125%, raise it carefully: above 100% it can cost quite a lot of performance
Previous virtual mirror width: The sim keeps the previous virtual mirror width here. Flagged as “System use only -> do not edit...” — leave it alone.
Previous virtual mirror height: Height the virtual mirror had last time, stored by the sim on its own. Flagged as “System use only -> do not edit...” — leave it alone.
OpenVR support on: Switches on OpenVR support in the sim, for whichever headset you run. If you raise it: OpenVR support enabled. If you lower it: OpenVR support disabled.
Alignment fix: Correction for image alignment trouble on certain OpenVR headsets.
Motion prediction mode: Sets how the sim anticipates your head movement to cut perceived latency.
Vertical eye alignment fix: May put right the vertical alignment between both eyes under OpenVR. If you raise it: Turns the vertical alignment fix on. If you lower it: Leaves the fix off.
OpenXR support on: Switches OpenXR support on inside the sim. If you raise it: OpenXR support enabled. If you lower it: OpenXR support disabled.
Show eye tracking (debug): Overlays the eye-tracking markers on screen so dynamic foveated rendering can be debugged. If you raise it: You can see on screen where it thinks you are looking. If you lower it: Eye tracking stays hidden.
Allow eye tracking: Feeds dynamic foveated rendering using eye tracking through OpenXR's XR_EXT_eye_gaze_interaction, as long as your headset supports it. If you raise it: Foveated rendering relies on the headset's real eye tracking. If you lower it: Foveated rendering runs without eye tracking.
Periphery resolution (foveated): Resolution of the outer part of the frame in foveated rendering, as a share of the full resolution. If you raise it: A sharper periphery at the cost of more GPU load. If you lower it: A blurrier periphery, with more FPS.
Size of the sharp area (foveated): Share of the frame taken by the sharp centre patch (inset) under foveated rendering. If you raise it: A larger sharp zone in the middle. If you lower it: A smaller sharp zone in the middle.
Depth layer extension: Enables OpenXR's depth layer composition extension when the runtime supports it. If you raise it: The depth layer from OpenXR gets used. If you lower it: That layer stays unused.
Recommended resolution scale: Scales, as a percentage, the width/height resolution proposed by the OpenXR runtime. If you raise it: Turn it up: sharper image, more work for the GPU. If you lower it: Turn it down: more FPS, less crisp image.
Depth extension (reprojection): Switches on OpenXR's depth extension where supported; it makes reprojection better. If you raise it: Reprojection benefits from the depth extension. If you lower it: Reprojection runs without that boost.
Self-shadows on track objects: When shadow mapping is enabled, a larger share of track objects casts a shadow on itself. If you raise it: A bigger set of track objects shades itself. If you lower it: Track objects stop shading themselves.
Dynamic night shadow filter: Quality of the filter used on dynamic night shadows.
Night shadow appearance time: Delay, in hundredths of a second, before dynamic night shadows show up (5 by default). If you raise it: They fade in more slowly, giving a gentler transition. If you lower it: They show up sooner, with a harder cut.
Lights with dynamic night shadows: Top number of lights that get dynamic shadow mapping during the night. If you raise it: At night more lights cast shadows: richer look, heavier GPU load. If you lower it: Fewer shadow-casting lights: higher FPS after dark.
Walls cast night shadows: In dynamic night shadow mode, the track's walls throw shadows. If you raise it: By night the walls throw shadows. If you lower it: By night the walls stay shadow-free.
Track objects cast night shadows: With dynamic night mode active, objects beside the track (signs, kerbs, etc.) throw shadows. If you raise it: At night, the objects along the track cast shadows. If you lower it: Overnight, those objects along the track cast nothing.
Night shadow calculation: Chooses the way dynamic night shadows get computed.
Dynamic night shadow maps: Enables dynamic shadow mapping for night driving. If you raise it: Dynamic night shadows are enabled. If you lower it: Dynamic night shadows stay off.
Auto exposure: Keeps image exposure in balance on its own; requires HDR to be on. If you raise it: Exposure follows the scene's lighting without manual input. If you lower it: Exposure no longer follows the lighting.
Screen space reflections (SSR): Sets quality for screen space reflections: puddles, wet tarmac…
Fixed cubemaps per frame (replay): How many fixed environment reflections get drawn each frame in the replay (100 = one per frame). If you raise it: More reflections refresh each cycle: greater accuracy and heavier GPU load. If you lower it: Fewer reflections refresh: FPS rise, and the reflections show their age.
Dynamic cubemaps per frame (replay): How many dynamic environment reflections get drawn each frame in the replay (100 = one per frame). If you lower it: Fewer dynamic reflections refresh, so FPS rise.
Replay render modes: Switches on render modes meant for replays: better quality than live, aimed at video capture. If you raise it: Those dedicated replay render modes take over. If you lower it: Replays stick to the same rendering used live.
Sharpening amount: Strength given to image sharpening: 125 by default. If you raise it: The picture comes out sharper and crisper. If you lower it: The picture turns softer.
Image sharpening: Switches on the sharpening applied to the image. If you raise it: A sharpened picture with more definition. If you lower it: The sharpening effect stays off.
Motion blur (driving cameras): Enables motion blur for the cockpit/driving cameras. If you raise it: Motion blur appears on the driving cameras. If you lower it: The driving cameras run without motion blur.
Motion blur strength: Amount of motion blur applied.
Heat haze: Enables the effect of air warped by heat (over the tarmac or engines, for instance). If you raise it: The air visibly warps under the heat. If you lower it: The heat haze disappears.
Shadow mapping: Enables shadow mapping. iRacing advises keeping it on so the clouds and an overcast sky look right. If you raise it: Mapped shadows enabled (ideal with clouds or overcast skies). If you lower it: Mapped shadows stay disabled. Recommended: On, especially with clouds or overcast skies
Active cockpit mirrors: Highest number of mirrors in the cockpit (rear-view and side) that get rendered. If you raise it: More cockpit mirrors in use: heavier GPU load. If you lower it: Fewer cockpit mirrors in use: more FPS.
Detail in the mirrors: Detail level for what shows up in the mirrors. If you raise it: Mirrors with plenty of detail. If you lower it: Mirrors with little detail (more FPS).
Event detail (weekend): Overall detail level across the race weekend.
Foliage density: How thick the trees and vegetation are around the track.
Grandstand detail: How much detail the grandstands get.
Crowd detail: How big the crowd is in the grandstands and how detailed it looks.
Pit object detail: Sets how many pit lane elements show up and at what quality they are drawn (tyres, tools, crates…).
Car detail (replay): Adjusts the level of detail of the 3D cars while you watch the replay.
Sky update frequency: Chooses how often the sky on screen is recalculated (clouds and lighting).
Maximum dynamic detail in mirrors: LOD percentage: above 100% you gain FPS at the expense of detail; below 100% you gain detail at the expense of FPS. If you raise it: FPS go up while distant detail gets worse. If you lower it: Distant detail improves while FPS go down.
Minimum dynamic detail in mirrors: LOD percentage: above 100% you gain FPS at the expense of detail; below 100% you gain detail at the expense of FPS. If you raise it: FPS go up while distant detail gets worse. If you lower it: Distant detail improves while FPS go down.
Maximum dynamic detail: LOD percentage: above 100% you gain FPS at the expense of detail; below 100% you gain detail at the expense of FPS. If you raise it: FPS go up while distant detail gets worse. If you lower it: Distant detail improves while FPS go down.
Minimum dynamic detail: LOD percentage: above 100% you gain FPS at the expense of detail; below 100% you gain detail at the expense of FPS. If you raise it: FPS go up while distant detail gets worse. If you lower it: Distant detail improves while FPS go down.
Maximum detail in mirrors: LOD percentage: above 100% you gain FPS at the expense of detail; below 100% you gain detail at the expense of FPS. If you raise it: FPS go up while distant detail gets worse. If you lower it: Distant detail improves while FPS go down.
Minimum detail in mirrors: LOD percentage: above 100% you gain FPS at the expense of detail; below 100% you gain detail at the expense of FPS. If you raise it: FPS go up while distant detail gets worse. If you lower it: Distant detail improves while FPS go down.
Maximum detail (LOD): LOD percentage: above 100% you gain FPS at the expense of detail; below 100% you gain detail at the expense of FPS. If you raise it: FPS go up while distant detail gets worse. If you lower it: Distant detail improves while FPS go down.
Minimum detail (LOD): LOD percentage: above 100% you gain FPS at the expense of detail; below 100% you gain detail at the expense of FPS. If you raise it: FPS go up while distant detail gets worse. If you lower it: Distant detail improves while FPS go down.
Target FPS for reducing detail: When FPS fall under this value, the sim trims detail on its own (see the LODPct* settings). If you raise it: Trims detail earlier, while there is still FPS headroom. If you lower it: Keeps more detail before trimming, paid for with FPS.
Pit objects per camera: Cap on pit lane objects painted by each camera. If you raise it: More pit elements show up. If you lower it: Fewer pit elements show up (more FPS in the pit lane).
Cars per camera: Cap on cars painted by each camera. If you raise it: More cars on screen at once: full grids look better, but the GPU works harder. If you lower it: Fewer cars on screen at once: more FPS on full grids.
Hide cockpit obstructions: Chooses which cockpit parts blocking your view get hidden.
On-screen steering wheel: Decides whether the virtual wheel appears in the cockpit.
Virtual mirrors (replay): Enables the virtual mirror band across the upper edge of the display while a replay runs. If you raise it: The virtual mirror strip shows up in the replay. If you lower it: The virtual mirror strip is gone from the replay.
Force Feedback and wheel
FFB interpolated at 360 Hz: Runs the FFB at 360 Hz through interpolation when your base handles that rate, instead of staying at the usual 60 Hz. If you raise it: Gives modern direct-drive bases a much smoother, richer FFB; you notice the difference over kerbs and in weight transfer. If you lower it: FFB at the classic rate: worth using only if your base misbehaves at 360 Hz. Recommended: 1
Disable auto-centring: Switches off the spring Windows uses to centre some wheels by force. If you raise it: (On) The wheel returns to centre purely from the car physics, as a serious sim should. If you lower it: (Off) Windows may inject a fake spring that warps the feel. Recommended: 1
Centring spring (%): Share of static centring spring added artificially. Set it to -1 to disable. If you raise it: A fake spring keeps hauling the wheel to centre and hides what the physics are doing. If you lower it: With -1 no spring comes in: you feel the grip exactly as it is. Recommended: -1 (off) iRacing advises against using it.
Damping type: Sets which effect is behind the sim's damping slider on your base. Recommended: 0 (Damper)
Damper saturation: Top intensity of the damping effect, from 0 to 10000. If you raise it: A heavier, more damped wheel while stopped or moving slowly. If you lower it: A lighter, livelier wheel; it may shake more down the straights. Recommended: around 7000, to each base's taste
Damping slider = friction: You choose whether the sim's damping slider works on the game friction or on your base's internal damping. If you raise it: (On) The slider tunes in-game friction: the modern, recommended setup. If you lower it: (Off) This slider controls the damping inside the wheel; the result varies with the brand. Recommended: 1
Maximum damping (0-1): Ceiling for steering damping: the useful window is 0.05-0.2, and the slider in the sim has priority. If you raise it: Steering feels more filtered and stable, with less wiggle on the straight; too much turns it mushy. If you lower it: More direct steering full of raw detail; strong bases may start to oscillate. Recommended: 0.05 to 0.2
Force when parked (%): Cuts FFB strength while the car sits still or nearly so, keeping the wheel from wandering on its own on the grid. If you raise it: More force at rest: more realistic, though direct drive bases can begin to oscillate alone. If you lower it: Less movement on the grid and inside the boxes: 0.33 keeps just one third of the strength. Recommended: 0.33
Runaway protection: If the wheel starts ripping round on its own (oscillation that can hurt you), the force gets cut straight away. If you raise it: (On) It protects your wrists when the base pushes hard — leave it switched on. If you lower it: (Off) No automatic cut-off: handy only while chasing a specific fault. Recommended: 1
USB hot plugging: Lets you plug USB devices in or out without restarting the sim. If you raise it: (On) You can attach the wheel or the pedals halfway through and the sim takes them on. If you lower it: (Off) Switch it off ONLY if your USB drops out during a race. Recommended: 1 (0 if you get disconnections)
Restart FFB on update: Relaunches the force on every refresh, curing the familiar wheel that turns soft after a while. If you raise it: (On) If your base goes limp mid-stint, this puts it right. If you lower it: (Off) The default behaviour; fine if your base never softens. Recommended: 1
Sequential shifter debounce (ms): How many ms are ignored once the sequential shifter is pulled, so contact bounce cannot turn into a double shift. If you raise it: Better cover against accidental double shifts; very quick paddle work may drop one you meant. If you lower it: Quicker reaction; a worn shifter will let double shifts through. Recommended: 80
Wheel display: Switches on the built-in screen some wheels carry (gear, RPM, flags). If you raise it: (On) The display on your wheel mirrors data from the sim. If you lower it: (Off) The wheel screen stays switched off. Recommended: 1 if your wheel has a display
Pedal vibration: Makes compatible pedals vibrate whenever the wheels lock up or spin. If you raise it: (On) The brake pedal buzzes to flag lock-up: useful info without taking your eyes off. If you lower it: (Off) The pedals stay inert, so lock-ups only reach you through noise and rubber smoke. Recommended: 1 if your pedals vibrate
TrueForce vibrations: Switches on high-frequency, TrueForce-style vibrations for wheels that support them. If you raise it: (On) The wheel buzzes with engine and track: one more layer of immersion. If you lower it: (Off) Plain FFB forces only, with no vibration layer on top. Recommended: depends on your wheel Applies only to TrueForce wheels.
TrueForce from physics: Chooses where the TrueForce vibrations come from: car physics or game audio. If you raise it: (On) Vibrations built from physics: a truer reading of what the car is doing. If you lower it: (Off) Vibrations taken from audio: more engine noise, less real information. Recommended: 1
TrueForce: tyre slip (dB): Level of the tyre slip effect inside TrueForce. If you raise it: You catch sooner and sharper the moment the tyre starts sliding. If you lower it: A subtler effect if it comes across as too noisy. Recommended: up to you (5 is a good spot)
TrueForce: road texture (dB): Strength of the vibration produced by the road surface texture. If you raise it: You feel every bump in the tarmac; set too high it tires the wrist on long runs. If you lower it: Smoother tarmac under your hands; less fatigue. Recommended: low (around -20)
Game audio low-pass filter (Hz): Frequency in Hz at which the low-pass filter stops the game audio that reaches the bass shaker. If you raise it: Opens up to higher bass notes: more sensation, though some mids can sneak in. If you lower it: Only the deepest bass comes through: cleaner, with less punch.
Physics high-pass filter (Hz): Cut-off in Hz for the high-pass on the physics audio heading to the bass shaker; set -1 to disable. If you raise it: Chops more of the physics bass out before the effect. If you lower it: More of the physics bass is allowed through. -1 switches the filter off entirely.
Bass shaker · Master volume (game audio): Amount of gain, in decibels, added to or taken away from that bass shaker effect. If you raise it: The effect comes across with more punch. If you lower it: The effect feels softer.
Bass shaker · Volume: chassis acceleration: Amount of gain, in decibels, added to or taken away from that bass shaker effect. If you raise it: The effect comes across with more punch. If you lower it: The effect feels softer.
Bass shaker · Volume: rev limiter: Amount of gain, in decibels, added to or taken away from that bass shaker effect. If you raise it: The effect comes across with more punch. If you lower it: The effect feels softer.
Bass shaker · Volume: road texture: Amount of gain, in decibels, added to or taken away from that bass shaker effect. If you raise it: The effect comes across with more punch. If you lower it: The effect feels softer.
Use uncalibrated data when detecting joysticks: When new devices show up, the raw joystick position is used rather than the calibration data held by Windows. If you raise it: It takes the raw joystick position and skips the Windows calibration. If you lower it: Joystick detection is carried out through the Windows calibration.
Launch control mode: Chooses how the launch control gets activated.
Show force in Nm (linear mode): While linear FFB is enabled, force is displayed at its peak in Nm. If you raise it: The display indicates force in peak newton-metres (Nm). If you lower it: The display goes back to its normal force scale (not Nm).
Wheel display blink at the rev limit: Makes the wheel display lights blink at the rev limit. If you raise it: The wheel lights blink as soon as the rev limit is reached. If you lower it: The wheel lights stay steady at the rev limit.
Suppress noisy joystick axes: Takes noisy joystick axes out of the FFB calculation, even when you calibrated them by hand. If you raise it: Noisy joystick axes are left out, even if calibrated by hand. If you lower it: Every axis is used as calibrated, noisy or not.
Reset the FFB system on every effect: Triggers a complete force feedback restart each time an FFB effect appears or disappears. If you raise it: Every effect created or destroyed triggers a complete FFB reset. If you lower it: The FFB system does not reset between effects.
Reinitialise only new devices: Put 0 in the key to make every device initialise again when a change turns up; the default behaviour only restarts the new device. If you raise it: Only the newly detected device gets reinitialised. If you lower it: Every device goes through reinitialisation whenever anything changes.
Vibrate all XInput controllers with the pedal: When the pedals vibrate, every connected XInput controller vibrates too, not just the one in your hands. If you raise it: All connected XInput controllers vibrate along with the pedals. If you lower it: Only the controller you drive with vibrates.
Throttle vibration with the brake: Makes the throttle pedal vibrate whenever the brake pedal vibrates. If you raise it: The throttle vibrates too when the brake does. If you lower it: The throttle stays still while the brake vibrates.
Wheel vibration with the pedals: Makes the wheel vibrate whenever the pedals vibrate. If you raise it: The wheel vibrates as soon as the pedals do. If you lower it: The wheel stays still when the pedals vibrate.
Maximum lock-up threshold for 100% vibration: Top wheel-lock level at which the pedal still vibrates with 100% strength. If you raise it: More lock-up is needed to hit 100% pedal vibration. If you lower it: Less lock-up is enough for 100% vibration.
Minimum threshold to start vibrating: Least wheel lock-up needed before the pedal starts vibrating. If you raise it: The pedal starts later: more lock-up required. If you lower it: The pedal starts sooner with less lock-up.
Enable Asetek API: Turns on force feedback through the API built into the maker's wheel and pedals. If you raise it: The maker's API stays on for force feedback. If you lower it: The maker's API stays off.
Enable Conspit API: Turns on force feedback through the API built into the maker's wheel and pedals. If you raise it: The maker's API stays on for force feedback. If you lower it: The maker's API stays off.
Enable Fanatec API: Turns on force feedback through the API built into the maker's wheel and pedals. If you raise it: The maker's API stays on for force feedback. If you lower it: The maker's API stays off.
Enable Moza API: Turns on force feedback through the API built into the maker's wheel and pedals. If you raise it: The maker's API stays on for force feedback. If you lower it: The maker's API stays off.
Enable Simagic API: Turns on force feedback through the API built into the maker's wheel and pedals. If you raise it: The maker's API stays on for force feedback. If you lower it: The maker's API stays off.
Enable Simucube API: Turns on force feedback through the API built into the maker's wheel and pedals. If you raise it: The maker's API stays on for force feedback. If you lower it: The maker's API stays off.
Enable wheel maker API: Turns on force feedback through the API built into the maker's wheel and pedals. If you raise it: The maker's API stays on for force feedback. If you lower it: The maker's API stays off.
Reinitialise Fanatec display: This setting is not documented.
Retry when FFB is lost: Tries to reset the device if force feedback cuts out, for instance due to VR software or another application. If you raise it: It attempts to bring FFB back on its own after a loss (VR software or another app); you may feel a moment without steering. If you lower it: If FFB is lost, it does not try to recover it. This can cause a brief loss of steering.
Separate XBox 360 controller triggers: Splits the XBox 360 controller triggers onto their own independent axes. If you raise it: Each XBox 360 trigger runs on its own axis. If you lower it: Both XBox 360 triggers share a single axis.
Old Simucube detection: Goes back to the previous method for detecting devices. If you raise it: It uses the older device detection method. If you lower it: It uses the current detection method.
Smoothing filter type: Algorithm that smooths out the force feedback signal.
Steering damping factor: Steering damping factor; iRacing advises lowering it if the damping turns unstable (default 0.05). If you raise it: More damping: steadier, but the steering may feel heavier. If you lower it: Less damping: livelier, and it may turn unstable if you drop it too far. Recommended: 0.05, unless you notice instability
Enable TrueForce API: Enables the TrueForce API on TrueForce-compatible wheels. If you raise it: The wheel runs its effects through the TrueForce API. If you lower it: The wheel no longer uses the TrueForce API.
Extra internal damping: Adds internal damping to the wheel while it runs in TrueForce mode. If you raise it: The wheel gains internal damping. If you lower it: The wheel loses internal damping.
Set TrueForce gain to 100%: Puts TrueForce gain at 100% inside the settings menu of the wheel itself. If you raise it: The wheel's TrueForce gain moves to 100% in its menu. If you lower it: The TrueForce gain keeps whatever the wheel has set.
TrueForce · Master volume: Sets the volume of this TrueForce effect in decibels. If you raise it: The effect hits harder. If you lower it: The effect comes through softer.
TrueForce · Volume: chassis acceleration: Sets the volume of this TrueForce effect in decibels. If you raise it: The effect hits harder. If you lower it: The effect comes through softer.
TrueForce · Volume: engine RPM: Sets the volume of this TrueForce effect in decibels. If you raise it: The effect hits harder. If you lower it: The effect comes through softer.
TrueForce · Volume: gear change: Sets the volume of this TrueForce effect in decibels. If you raise it: The effect hits harder. If you lower it: The effect comes through softer.
TrueForce · Volume: rev limiter: Sets the volume of this TrueForce effect in decibels. If you raise it: The effect hits harder. If you lower it: The effect comes through softer.
TrueForce · Volume: kerbs (rumble strips): Sets the volume of this TrueForce effect in decibels. If you raise it: The effect hits harder. If you lower it: The effect comes through softer.
dallarail15: Points to a controller or wheel profile already saved. iRacing writes this key whenever you save or choose a controls profile; it is not a value you tweak by hand.
ferrari296gt3: Points to a controller or wheel profile already saved. iRacing writes this key whenever you save or choose a controls profile; it is not a value you tweak by hand.
Global: Points to a controller or wheel profile already saved. iRacing writes this key whenever you save or choose a controls profile; it is not a value you tweak by hand.
kiaoptima: Points to a controller or wheel profile already saved. iRacing writes this key whenever you save or choose a controls profile; it is not a value you tweak by hand.
porsche992rgt3: Points to a controller or wheel profile already saved. iRacing writes this key whenever you save or choose a controls profile; it is not a value you tweak by hand.
stockcars2 arcachevy25: Points to a controller or wheel profile already saved. iRacing writes this key whenever you save or choose a controls profile; it is not a value you tweak by hand.
View and camera
Driving FOV (degrees): The horizontal angle you see from the seat. A good value comes from matching your screen size with how far you sit from it. If you raise it: More track left and right, but everything looks distant and small: distances get tricky. If you lower it: Braking distances read better and the world feels closer; you give up side vision. Recommended: whatever the FOV calculator says (typically 85-100 on a monitor)
Virtual mirror FOV: The viewing angle covered by the top virtual mirror. If you raise it: The mirror spans wider and you catch cars off to the side, though each one looks smaller. If you lower it: The mirror focuses on what is right behind you, bigger and sharper. Recommended: 40
View height: Moves the driving camera up or down, to favour the dashboard or the track view. If you raise it: The view rises: more track and horizon, less dashboard. If you lower it: The view drops: more dash and wheel on screen. Recommended: up to you (0.15 typical)
Driver height (m): Moves the driver's eye height within a range of ±5 cm. If you raise it: You sit higher and look over the wheel and the nose. If you lower it: You sink deeper into the seat and the sense of speed grows. Recommended: up to you
Angle when looking to the sides: Degrees your head turns when you use the look-side command. If you raise it: You turn further: better view of a car on your line or on exit. If you lower it: A shorter turn, keeping the road ahead in sight. Recommended: 65
Angle when looking up: Degrees your head tilts with the look-up command. If you raise it: You look higher, handy over blind crests or to read the start lights. If you lower it: A shorter upward glance. Recommended: 15
Angle when looking down: Degrees your head drops with the look-down command, to read the dash or controls. If you raise it: One glance reaches further down the dash. If you lower it: A more restrained downward glance. Recommended: 20
Instant look: Chooses whether the side look snaps at once or eases over smoothly. If you raise it: (On) Instant snap: the view is there right away, race style. If you lower it: (Off) A smooth, natural turn that sits better on your stomach. Recommended: 1
Helmet wobble: Amount of head movement over bumps and kerbs (0 = none, 1 = 100%). If you raise it: More kerb and bump feel; it turns some stomachs. If you lower it: A steadier picture, easier to read on the brakes. Recommended: 0.5 · lower if you get motion sick
Head level with the horizon: Share of horizon locking kept for the head when the car leans through banking or load transfer. If you raise it: The horizon keeps its level and the car tilts around it, which eases motion sickness on banked ovals. If you lower it: Your head travels with the car: you feel the real lean more. Recommended: 0 to 0.5
Turn your head with the slide: Turns your head toward where the car points while it slides (slip angle). Range: 0 = none, 1 = 100%. If you raise it: In a slide the view seeks the exit by itself: a big help on dirt and in drift. If you lower it: View stays dead ahead of the car, classic style. Recommended: 0 on tarmac · 0.3-0.5 on dirt
Reset gets you out of the car in the box: Pressing while stopped in your pit stall drops you straight out of the car. If you raise it: (On) Faster practice: reset and you are out. If you lower it: (Off) A stray reset cannot throw you out of the car. Recommended: 1
Speed and gear box: Shows or hides the sim box with speed, gear and pedals. If you raise it: (On) Core data always on screen, no overlay needed. If you lower it: (Off) Nothing on screen. The panel you already have on top does the same, and better. Recommended: 0 with an overlay
Clock for syncing video: On-screen clock to line up an outside recording, such as a camera or a capture app, with the replay. If you raise it: (On) Worth it only if you film with an outside camera and edit afterwards. If you lower it: (Off) One element off the screen. Recommended: 0
Default target when spectating: Subject the camera picks on its own right after you enter a session in spectator mode.
Spotter controls for spectators: When you are in the session as a spectator, the start/stop spotting controls appear. If you raise it: Spectators get those start and stop controls at hand. If you lower it: Spectators do not see those controls.
Cockpit look dead zone: Dead zone of the joystick when you move the view, from 0 (no dead zone) to 1. If you raise it: A bigger dead zone: the stick must travel further before the view reacts. If you lower it: A smaller dead zone: the view reacts to the slightest stick movement.
Joystick look smoothing: Seconds used to smooth view motion driven by the joystick. If you raise it: The view moves more smoothly, but the delay grows. If you lower it: A more direct sweep, though harsher.
Head level with the horizon: Share that lets the driver's head hold level with the horizon while the car pitches, instead of following it. If you raise it: The head resists pitch better and stays level. If you lower it: The head tracks the car's real pitch more closely.
auto Shot Selection: This keeps whatever the camera tool last had: position, framing or the option in use. iRacing refreshes that entry while the tool is open; you do not adjust it by hand.
cam Temp Edit: The camera tool's stored state: position, framing or selected option. iRacing records it on its own as you use the tool; it is not something you set by hand.
ctrl Inc Accel: Remembers where the camera tool stood (position, framing or option selected). iRacing fills the field while the tool is in use; you never set it by hand.
ctrl Inc Scalar: Holds how the camera tool was left: position, framing or active option. iRacing rewrites it when the tool is used; there is no manual slider for it.
ctrl Inc Scalar All: Stores where the camera tool stood (position, framing or marked option). iRacing updates the entry by itself; nobody dials it by hand.
ctrl Inc Scalar Apply: Shows how the camera tool was left: position, framing or option in use. iRacing writes it by itself; it is not something you set with the mouse.
ctrl Inc Val: Remembers where the camera tool stood (position, framing or chosen option). iRacing keeps the entry updated as you work with the tool; manual tuning does not apply.
focus Inc ALin: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
focus Inc AScalar: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
fov Inc ALin: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
fov Inc AScalar: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
linear Pan Blend: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
misc Inc ALin: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
misc Inc AScalar: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
mouse Aim Remain On Platform: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
mouse Aim Update On Exit: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
rot Inc ALin: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
rot Inc AScalar: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
trans Inc ALin: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
trans Inc AScalar: This keeps the camera tool's current state: position, framing or the option selected. iRacing refreshes it on its own whenever you use that tool; nothing here is meant to be tuned by hand.
Spotter calls
Spotter on: Main on/off switch for the automatic spotter. If you raise it: (On) Eyes behind your head: it calls the car inside, tells you when you are clear and reports incidents... If you lower it: (Off) The spotter makes no calls at all. Use it only if a human spotter or radar overlay does the job for you. Recommended: 1
Spotter voice: Lets the spotter speak aloud, on top of the on-screen text. If you raise it: (On) You hear the calls without taking your eyes off the track. If you lower it: (Off) The calls only appear as text on screen. Recommended: 1
Spotter text: Shows the spotter's calls as text on screen as well. If you raise it: (On) Written backup for every call, so nothing slips by at full throttle. If you lower it: (Off) A cleaner screen; you follow everything by voice. Recommended: 1
Hush time (s): How many seconds the spotter stays quiet after the hush command. If you raise it: Longer breaks whenever you ask him to shut up. If you lower it: He starts talking again sooner. Recommended: 30
Mute if a human spotter is live: Mutes the built-in spotter calls whenever a human spotter is talking live on your channel. If you raise it: (On) Your human spotter takes the lead; the automatic one stays out of the way. If you lower it: (Off) Both voices are heard, and the automatic one may ramble on. Recommended: 1 if you usually run a human spotter
'Clear' margin (m): Extra room (ahead and behind, in metres) required before it calls you clear. If you raise it: A more cautious spotter: 'clear' comes later, with a bigger buffer. If you lower it: 'Clear' comes sooner: tighter margins, less cushion. Recommended: 0.25 to 0.5
Report incidents: Calls out crashes and off-track moments happening near you. If you raise it: (On) You learn about the mess before the corner: time to dodge it. If you lower it: (Off) No warnings at all: you stumble onto it unprepared. Recommended: 1
Report incoming weather: Warns about rain arriving or easing off, and about changes in intensity. If you raise it: (On) Key under dynamic weather: time to decide between slicks and wets. If you lower it: (Off) You find out about the rain the hard way, through the windscreen. Recommended: 1
Fuel reminders: Asks for laps to work out fuel use and tells you when the numbers are ready. If you raise it: (On) You get a heads-up once the fuel estimate can be trusted. If you lower it: (Off) No fuel prompts: you build the strategy yourself. Recommended: 1
Report damage to your car: Reports fresh damage on your car after contact. If you raise it: (On) You know right away if the contact had consequences and if a stop is worth it. If you lower it: (Off) You judge the damage by how the car feels. Recommended: 1
Report your rivals' pit stops: Warns when the car just ahead or behind you in the standings heads for the pits. If you raise it: (On) Free strategy info: you know the moment your closest rival commits. If you lower it: (Off) Less chatter; you track the stops on the timing screen. Recommended: 1
Countdown to your pit box: As you come down the pit lane, he calls out how many boxes remain before yours. If you raise it: (On) No more driving past your box with your eyes on the limiter. If you lower it: (Off) You find the box by its sign. Recommended: 1
Call the SOF on the grid: While the grid forms, the spotter reads out the strength of field (SOF). If you raise it: (On) You see how many points are up for grabs before the start lights. If you lower it: (Off) One number fewer in the build-up. Recommended: 1
Call your time every lap: Reads your lap time every time you cross the line. If you raise it: (On) Constant feedback on your pace... and it can wear you out. If you lower it: (Off) No calls at the line; the overlay delta already gives you more. Recommended: 0
Report faster car behind: Warns when a car from a quicker class is about to put you a lap down. If you raise it: (On) Must-have in multiclass: you know the prototype is coming and from which side. If you lower it: (Off) Lapped traffic catches you by surprise. Recommended: 1
Encouragement in the closing laps: Motivational lines from the spotter as the race nears its end. If you raise it: (On) A boost for the morale exactly when you have to grit your teeth. If you lower it: (Off) The race closes in professional silence. Recommended: up to you
Go quiet if there's a live human spotter: Tones down the automatic spotter/engineer when a live human spotter is already calling for you. If you raise it: With a human spotter live on the radio, the automatic one speaks a lot less. If you lower it: The automatic one keeps its usual chatter, with or without a human spotter.
Weather call on the grid: While you line up on the grid, it says whether rain is coming or may ease off. If you raise it: Gives the weather call (rain, or rain ending) as you take your grid slot. If you lower it: No weather call while the grid is forming.
Call the class leader's lap time: Now and then he calls the lap time set by the leader of your class. If you raise it: It drops in your class leader's lap time now and then. If you lower it: It never gives the leader of your class.
Say the minute when calling the time: Adds the minutes to the clock call made with the lap announcements. If you raise it: The spoken clock time includes the minutes. If you lower it: The spoken clock time leaves the minutes out.
What it calls on each lap: Chooses what the spotter reports when it calls your laps.
Call a new class best lap: Tells you when someone sets a new class best in the session. If you raise it: Announces the moment a new class best is set. If you lower it: No call for the class best lap.
Call the class best lap time: Reads out the time of the class best lap in the session. If you raise it: Gives the actual number behind your class best lap. If you lower it: Doesn't read the class best lap time.
Call a personal best lap (outside races): Calls your new personal best as soon as you set one - in practice or test, in time attack or in warm-up. If you raise it: Calls your new personal best in those sessions. If you lower it: No personal best call outside of races.
Call a personal best lap in races: Tells you when you set a personal best during a race. If you raise it: Calls your new personal best in the middle of a race. If you lower it: No personal best call in races.
Precision when calling times: Sets how many decimal places appear when he calls out your lap times. If you raise it: Lap times are called with more decimals. If you lower it: Lap times are called with fewer decimals.
Call a new leader: Lets you know when the race has a new leader. If you raise it: With it on, you get told about every new leader. If you lower it: Switched off, lead changes are never announced.
Spotter text duration: Factor that sets how long the spotter text stays visible on screen. If you raise it: Raise it and the message lingers longer. If you lower it: Lower it and the text clears sooner.
Spotter topic mask: Not described.
Spotter talkativeness: How chatty the automatic spotter/engineer is overall. If you raise it: Higher value: more talk and more calls. If you lower it: Lower value: only the key messages.
Spotter voice pack: Spotter voice pack to load; leave it empty for the default pack.
Delta bar and ghost car
Delta reference lap: Sets the reference lap used by the sim's delta bar during a run; 0 switches the bar off. Recommended: 9 Set it to 0 and the sim delta is gone; the delta display you already have does the job better.
Ghost car on track: Paints a ghost version of your reference lap onto the track so you can chase it, console-style. Not available in every session. If you raise it: (On) You spot right away where you gain or lose versus your best lap: top practice value. If you lower it: (Off) No ghost out there; only the delta bar remains. Recommended: 1
Fade the ghost when close: Turns the ghost more transparent when you ride right on its tail, so it won't block your braking marker. If you raise it: (On) It fades away as you close in: never covers the apex. If you lower it: (Off) Visibility stays constant, even with the ghost right in front of you. Recommended: 1
Ghost transparency: Transparency level used when painting the ghost (0 = solid, 1 = invisible). If you raise it: The ghost looks more ethereal and intrudes less on screen. If you lower it: A more solid ghost that is easier to track visually. Recommended: 0.8
Ghost lead (s): Moves the ghost several seconds in front (positive) or behind (negative) of its true place on your reference lap. If you raise it: The ghost runs out front: treat it as a hare and mimic its lines. If you lower it: At 0 it follows the very path of your reference lap; a negative value keeps it at your rear. Recommended: 0 (try 1-2 as a rabbit)
Delta range on road courses (s): The number of seconds of spread shown across the full delta bar on road courses. If you raise it: The bar spans more seconds: it shifts less but stays inside the scale. If you lower it: The bar magnifies tenths: tiny gaps show up better, but it can peg out at the limits. Recommended: 2.0
Delta range on ovals (s): Much like the setting before it, but for ovals, where the gaps between laps shrink a lot. If you raise it: A calmer bar; handy when it seems too jittery on an oval. If you lower it: Each hundredth is magnified: just right for fine adjustments on ovals. Recommended: 0.5
Turn delta off at the start: Shuts the delta down on its own once the race starts, keeping your focus at the green; you can switch it back on later. If you raise it: (On) Clean display away from the lights, no distractions on lap 1. If you lower it: (Off) The delta keeps running from the moment the lights go out. Recommended: 1
Reference lap file (split): Lap delta (split) file chosen by the driver, serving as the comparison reference.
Show delta bar: No description.
Reference lap in Time Attack: Reference lap you measure yourself against in Time Attack; setting 0 turns that reference off. If you raise it: Time Attack leans on a more advanced reference lap for the comparison. If you lower it: With 0 the reference lap stays off in Time Attack.
Sound and bass shaker settings
Master volume (dB): Controls total sim volume: -40 dB is nearly silent, 0 dB is the top. If you raise it: Raises the level of the whole sim at once. If you lower it: Lowers everything without going into Windows settings. Recommended: 0
Engine (dB): Engine level compared with the rest of the mix. If you raise it: The engine takes over and can mask tyre squeal. If you lower it: Lower the engine to hear the tyres: they are your best grip readout. Recommended: -4 approx.
Tyres (dB): Level of tyre squeal and sliding. If you raise it: You spot earlier when the tyre starts to give: pure grip data. If you lower it: Less squeal, and you lose your most trustworthy lock-up warning. Recommended: 0 or above
Wind (dB): Air noise level as speed rises. If you raise it: Adds speed sensation, but it can muddy the mix. If you lower it: A cleaner mix, with engine and tyres easier to hear. Recommended: around -4
Impacts (dB): Level of impacts and scrapes. If you raise it: Every contact comes through clearly, so you know a rub from a real hit. If you lower it: Softer hits if bangs keep startling you in the headset. Recommended: up to you
Rain (dB): Level of water and rain sound. If you raise it: The rain feels more present and pulls you in. If you lower it: Less water noise on long wet races. Recommended: up to you
Ambience (dB): Ambience level: crowd, PA speakers, birds. If you raise it: More of the race weekend buzz. If you lower it: Less background noise, for total focus. Recommended: around -2
In-car sounds (dB): Level of noises inside the car: transmission, chassis, hardware. If you raise it: More of the car's inner workings: creaks, gearbox, driveline. If you lower it: A quieter cabin, leaving engine and tyres up front. Recommended: around -2
Spotter (dB): Level of the spotter's calls. If you raise it: The spotter cuts through the engine, so no call goes unheard. If you lower it: A quieter spotter; take care not to miss the 'car inside'. Recommended: keep it ABOVE the engine
Voice chat (dB): Level of voice chat during the session. If you raise it: Team mates come across clearly over the engine noise. If you lower it: The chatting in session bothers you less. Recommended: around -5
Replay volume (dB): Overall volume offset for replays, measured against the level you get while driving. If you raise it: Replays play back louder. If you lower it: Replays play back softer, handy when you edit videos or study incidents. Recommended: around -7
Interface (dB): Level of interface clicks and alerts. If you raise it: Clicks and alerts are easy to hear. If you lower it: A silent interface, which suits it best. Recommended: around -13
Turn off ambient music: Turns off the music played over the circuit's loudspeakers. If you raise it: (On) No background music at the circuit: racing only. If you lower it: (Off) The circuit PA plays music, as at a real event. Recommended: up to you
Mute when you switch window: Whether the sim mutes itself when keyboard focus moves to another window, such as a chat or the browser. If you raise it: (On) The sim falls silent as soon as you leave its window. If you lower it: (Off) The sim keeps sounding while you work elsewhere: essential with overlays or dual monitors. Recommended: 0
Microphone always active: Leaves the mic open permanently instead of opening it when you speak. Stutters in graphics during voice chat usually come from here. If you raise it: (On) The voice channel opens with no stutters: the stable choice. If you lower it: (Off) The mic opens only while transmitting, which can stutter right as you start speaking. Recommended: 1
Bass shaker on: Master switch for the LFE channel feeding bass shakers: that is the physical vibration in your seat. If you raise it: (On) The shaker takes signal from the sim, carrying engine, kerbs and slides into your body. If you lower it: (Off) The LFE channel is off. Recommended: 1 if you have a shaker
Effects from physics: Derives the shaker's vibrations straight from the PHYSICS of the car: rpm, kerbs, sliding. If you raise it: (On) Vibrations that carry real information, with every jolt tied to something happening in the car. If you lower it: (Off) Physics layer removed; only the game audio would remain. Recommended: 1
Effects from game audio: Also routes the bass from the game's main audio into the shaker. If you raise it: (On) The shaker gets more atmosphere (impacts, surroundings), with less precision. If you lower it: (Off) Shaker on physics alone: a cleaner and more informative signal. Recommended: up to you
Shaker: kerbs (dB): Strength of the vibration when you run over kerbs. If you raise it: Raise it and the kerbs hit the shaker harder, so you can feel the track limits and judge your line. If you lower it: Gentler kerbs if the vibration reaches your desk. Recommended: around +5
Shaker: sliding (dB): Strength of the vibration when wheels spin or lock up. If you raise it: Your body feels the exact moment the rubber gives way, gold for braking. If you lower it: Turn it down and the shaker warns you less about sliding. Recommended: around +2
Shaker: gear change (dB): Strength of the vibration hit on every gear change. If you raise it: Every gear change gives a hard knock in the seat, just like a real car. If you lower it: Softer shifts through the shaker. Recommended: around +2
No active reset warning: Switches off the warning sound for 'active reset', the automatic repositioning of the car after an off-track. If you raise it: No beep when you use active reset. If you lower it: The beep stays on.
Hardware audio streams: DirectSound: tries hardware audio streams when the sound card supports them. If you raise it: May cut CPU usage on cards that allow it. If you lower it: All audio runs in software, which is the most compatible route.
Audio API: microphone: Sets the sound interface on the microphone channel.
Default device: microphone: Chooses the Windows device behind the microphone channel.
Device identifier: microphone: Internal Windows key identifying the sound device assigned to the microphone channel. iRacing stores it when you pick it in the Audio menu.
Device name: microphone: Name of the sound device set for the microphone channel; iRacing records it when you select it in the Audio menu.
Default device: voice chat: Selects which Windows device serves the voice chat channel.
Device identifier: voice chat: Internal Windows key of the sound device set for the voice chat channel. iRacing stores it when you pick it in the Audio menu.
Device name: voice chat: Name of the sound device set for the voice chat channel; iRacing records it when you select it in the Audio menu.
Audio API: speakers: Sound API that the main speaker output runs through.
Default device: speakers: Selects which Windows device the speaker output runs through.
Device identifier: speakers: Internal Windows key of the device picked for the speaker output.
Device name: speakers: Name of the device picked for the speaker output.
Output channels: Spreads the audio output over one, two or three channels (mono, stereo or surround).
Force surround for voice and spotter: With DirectSound active, forces voice chat and spotter to spread across surround channels. If you raise it: Voice and spotter come out spread across surround. If you lower it: Both channels keep their usual layout.
Maximum simultaneous sounds: Cap on how many sound sources the simulator can play at the same time. If you raise it: More layers heard at once (engine, rivals, ambience) and a heavier audio load. If you lower it: Fewer layers at once; with heavy noise some effects may drop out.
Resample voice chat: When enabled, voice chat is resampled to the main playback rate; it patches sound cards stuck with limited sample rates. If you raise it: Voice chat runs at the main rate (compatibility patch). If you lower it: Voice chat runs at its own native rate. iRacing advises keeping this off in normal use: switch it on only if you hit audio compatibility issues.
Audio rotates with the VR headset: Decides whether the sound rotates to follow your head movement in the VR headset.
Menu volume in decibels: Sets the unit used by the Sound menu volume sliders: decibels or a 0-100 scale. If you raise it: They read in decibels (dB). If you lower it: They read on a 0-100 scale.
Voice chat: Switches voice chat on or off as a whole. If you raise it: Voice chat is active. If you lower it: Voice chat is fully off.
Voice chat while driving: Allows voice chat out on track as well, not only in the pits or the menus. If you raise it: You can talk on chat while driving. If you lower it: Voice chat stays muted while you're out driving.
Mute voice chat: Silences voice chat outright; it outranks whatever chat volume you set. If you raise it: Voice chat is silenced, whatever its volume. If you lower it: Voice chat sounds again as usual.
Voice chat notification style: Style of the on-screen notice that appears when someone speaks on voice chat. Each number gives a different style, and the Voice Chat menu is where you check which one you are getting. If you raise it: Moves to a different visual chat cue (the file does not say which is which). If you lower it: Returns to the previous cue style (same story: no detail in the file).
Save voice chat to the replay: Controls how much of the voice chat ends up stored inside the replay.
Convert 3D sounds to mono: In 3D mode, folds positional sounds down to mono instead of keeping them stereo. If you raise it: Turn it up and positional sounds come out in mono. If you lower it: Turn it down and positional sounds come out in stereo.
Pits and fuel
Autofuel on by default: Keeps automatic refuelling switched on from the start: the sim works it out by itself, the quantity of fuel you need for the finish. If you raise it: (On) Each pit stop arrives with the quantity of fuel pre-calculated; one fewer worry for you. If you lower it: (Off) You set the litres yourself at each stop (or follow the figure PL MURO gives you). Recommended: 1
Autofuel margin (laps): Extra laps autofuel stacks on top of the calculated load as a safety margin. If you raise it: Extra margin against additional laps or safety cars; also more weight to carry. If you lower it: Tighter fuel and a lighter car; you can run dry if the race goes long. Recommended: 1
Automatic fast repair: Re-ticks the fast repair box by itself every time you leave the pits. If you raise it: (On) If you pit with damage, the fast repair gets requested on its own. CAREFUL: it may spend fast repairs you never intended to use. If you lower it: (Off) This fast repair fires solely when YOU tick the box: you decide when it gets used. Recommended: 0 (up to you)
Automatic full service: Re-ticks full pit service, tyres plus fuel, on its own when you leave the box. If you raise it: (On) At the following stop everything comes pre-ticked: very difficult to mess up. If you lower it: (Off) You begin every stop with an empty list of tasks; useful when you only plan to refuel. Recommended: 1
Apply setup automatically (garage): In the sim garage it presses APPLY by itself after 5 seconds without input, so the setup never stays unapplied. If you raise it: (On) You never go out on track with a setup that was not applied. If you lower it: (Off) The setup applies only when you press APPLY. Recommended: 1
Your pit box in test sessions: In local test sessions you choose which pit box you take (1 = the first). 0 = the usual one. If you raise it: Train the very same pit-box entry you will have on race day (14, for example). If you lower it: At 0 you are back in the first box, the normal behaviour. Recommended: 0 · your box number to rehearse stops Applies to test sessions only.
acuraarx06gtp: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
acuransxevo22gt3: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
amvantageevogt3: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
astonmartin dbr9: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
audi90gto: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
audir18: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
audir8lmsevo2gt3: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
audirs3lms: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
audirs3lmsgen2: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
bmwlmdh: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
bmwm2csr: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
bmwm2g87: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
bmwm4evogt4: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
bmwm4gt3: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
bmwm8gte: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
bmwz4gt3: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
c7vettedp: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
c8rvettegte: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
cadillacctsvr: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
cadillacvseriesrgtp: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
chevyvettez06rgt3: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
crosscartn11: Last setup loaded for this car or combination. iRacing records it when you load one; not something you tweak by hand.
dallara: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dallaradw12: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dallaraf3: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dallarail15: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dallarair01: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dallarair18: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dallarap217: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dirtmicrosprint nonwinged: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dirtmicrosprint winged: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dirtmidget: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dirtmodified 358: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dirtsprint winged 305: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dirtsprint winged 360: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dirtsprint winged 410: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
dirtstreetstock: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
ferrari296challenge: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
ferrari296gt3: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
ferrari499p: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
fordfiestarswrc: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
fordgt: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
fordgt2017: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
fordmustanggt3: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
formulair04: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
formulamazda: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
formularenault20: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
formularenault35: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
formulavee: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
fr500s: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
hondacivictyper: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
hpdarx01c: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
hyundaivelostern: Stores the name of the setup iRacing loaded by itself for this car or combination. The sim records this value whenever you load a setup; it is not a knob you tune by hand.
indypropm18: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
jettatdi: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
kiaoptima: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
lamborghinievogt3: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
legends dirtford34c: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
legends ford34c: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
ligierjsp320: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
lotus49: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
lotus79: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
mclaren570sgt4: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
mclaren720sgt3: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
mercedesamgevogt3: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
mercedesamggt4: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
mercedesw13: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
mx5 mx52016: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
nissangtpzxt: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
porsche718gt4: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
porsche919: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
porsche963gtp: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
porsche991rsr: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
porsche9922cup: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
porsche992cup: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
porsche992rgt3: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
porschemissionr: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
protrucks pro2lite: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
radical sr8: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
radicalsr10: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
raygr22: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
renaultcliocup: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
rileydp: Holds the setup that was loaded automatically last time for this car or combination. iRacing records it at load time, so there is no slider here for you to move.
rt2000: Stores the name of the setup iRacing opened on its own last time for this car or combination. The sim fills it in when you load it; nothing here is tuned by hand.
rufrt12r awd: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
rufrt12r track: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
skmodified: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
solstice: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
specracer: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
srx: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
stockcars2 arcachevy25: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
stockcars2 mustang2019: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
stockcars buicklesabre87: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
stockcars chevymontecarlo87: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
stockcars fordmustang2022: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
stockcars toyotacamry2022: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
streetstock: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
subaruwrxsti: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
superformulalights324: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
superformulasf23 honda: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
superformulasf23 toyota: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
toyotagr86: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
trucks silverado: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
trucks toyotatundra2022: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
vwbeetlegrc: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
vwbeetlegrc lite: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
williamsfw31: Stores the name of the last setup iRacing loaded for the car or combination in use. The simulator writes this value each time you apply a setup; it is not something you tweak by hand.
Capture and replay
Spool replay to disk: Lets the replay spill over to disk, so ultra-long sessions can be recorded without exhausting RAM. If you raise it: (On) Full endurance replays stay on file without running out of memory. If you lower it: (Off) The replay lives solely in memory, so on lengthy stints the earliest chunks get discarded. Recommended: 1
Spooling buffer (%): Share of replay memory held as a buffer ahead of the disk write. If you raise it: Bigger cushion before the disk write; handy with slow drives. If you lower it: Hits the disk sooner and frees up more memory for the live replay. Recommended: 25
Ask to save on exit: Hitting Quit asks whether you want to keep the replay before leaving. If you raise it: (On) You never lose a great replay because you quit in a hurry. If you lower it: (Off) Quit closes straight away and any unsaved replay is lost. Recommended: 1
Pause replay when you get out: Freezes the replay the instant you climb out of the car. If you raise it: (On) The replay stops dead where you got out, ready for a look. If you lower it: (Off) Playback carries on with the session. Recommended: up to you
Video capture FPS: Frames per second used by the sim's built-in video capture. Recommended: 0 (60 fps)
Capture resolution: Top resolution for video captured inside the sim. Recommended: 1 (1080p)
Capture your microphone: Adds your mic audio to the videos the sim records. If you raise it: (On) Your commentary ends up in the clip. If you lower it: (Off) The clip carries only game sound. Recommended: 0
Screenshot format: File format used for screenshots taken in the sim. Recommended: 0 (PNG)
CPU level at which playback slows down: CPU load on the real-time thread above which replay playback slows down (0 disables it). If you raise it: The CPU has to work harder before playback is throttled. If you lower it: Playback throttles at a lower CPU load (0 disables it).
CPU check interval: Seconds between two checks of how much CPU playback is eating. If you raise it: Checks how hard playback hits the CPU less often. If you lower it: Monitors playback's CPU cost more frequently.
Review voice chat by default: Starting value of 'review voice chat' when you open the Replay or Session screen. If you raise it: Starts enabled. If you lower it: Starts disabled.
Don't reset playback between sessions: Keeps playback exactly as it was when a session ends instead of resetting it. If you raise it: Playback holds its state as you move from one session to the next. If you lower it: Playback restarts as you move from one session to the next.
Frames to search per update: Top number of frames scanned per update while you skip forward or back in the replay. If you raise it: Scans more frames per update: quicker, but heavier at that instant. If you lower it: Scans fewer frames per update: slower, but smoother.
Remove numpad controls: Strips every default replay binding off the numeric keypad. If you raise it: The numpad stays free of replay controls. If you lower it: The numpad keeps its standard replay bindings.
Rewind on leaving the car (normal session): Number of seconds the replay reverses from its tail when you get out of the car, and only when the session is NOT a team session. If you raise it: Rewinds further when you climb out. If you lower it: The jump back gets shorter, sometimes to nothing, as soon as you step out of the car.
Rewind on leaving the car (team event): Seconds the replay backs up from the end when you get out in a team session. If you raise it: Goes further back when you climb out. If you lower it: Goes back a little, or not at all, when you climb out.
Delay between long searches: Minimum milliseconds between two consecutive long searches finished in the replay. If you raise it: More waiting time between two long searches run in a row. If you lower it: Long searches may fire again with a shorter gap.
Correct remote cars with server data: Uses server data to correct where remote cars sit in the replay. If you raise it: Remote cars get corrected in the replay with server data. If you lower it: Remote cars stay at their recorded spots, no correction.
Spool recording folder: When recording runs in chunks (spooling), folder used for the temporary file.
Name each temporary spool file: Gives every .tmp from chunked recording (spool) a name of its own. If you raise it: Each temporary spool file ends up with a different name. If you lower it: The spool temp files end up sharing a name.
Record telemetry at the physics rate: Logs replay telemetry at the sim's physics rate instead of the normal recording rate. If you raise it: Telemetry keeps finer time detail, so replays grow bigger. If you lower it: Telemetry at the standard rate, so replays stay smaller.
Which telemetry channels are recorded: Bitmask that decides which telemetry blocks go into the replay: 32=driver inputs, 16=driving line, 8=tyres, 4=wheels, 2=chassis, 1=header.
States in which it records (group A): Bitmask picking the vehicle states whose telemetry is recorded: 16=pit stop, 8=in the setup, 4=paused, 2=in the car, 1=on track.
States in which it records (group B): Second recording-state mask; iRacing flags it as 'unused'. iRacing labels it 'unused'.
Memory reserved for the replay (KB): Kilobytes of RAM reserved for the replay when you force something other than the automatic value. If you raise it: More replay memory: a longer stretch survives before the start is lost. If you lower it: Less replay memory: the opening of the session disappears sooner.
Network, telemetry and display settings
Limit telemetry file size: Caps every telemetry file at roughly 100 MB. If you raise it: (On) Files stay small, though a long run gets split into several pieces. If you lower it: (Off) One run, one file, however large it grows. Recommended: 0
Telemetry at 360 Hz: Moves some channels from 60 Hz up to 360 Hz, which shows far more detail in braking and kerb work. If you raise it: (On) Bench-grade detail for digging into braking, at the price of noticeably bigger files. If you lower it: (Off) 60 Hz is plenty for the analysis you normally do. Recommended: 0
Telemetry inside the replay: Telemetry gets embedded in the replay files as well. If you raise it: (On) Every replay carries its own telemetry inside, handy when you relive a run — the file weighs more. If you lower it: (Off) Slimmer replays; telemetry stays in the .ibt files alone. Recommended: 0
Session info period (s): The gap, in seconds, between writes of session data (positions, times and the rest) into the telemetry. If you raise it: A longer interval means fewer writes: marginally smaller files, but session data that lags behind. If you lower it: A short interval keeps session data fresh, which suits any app reading the telemetry. Recommended: 5-10
FPS and performance meters: Brings up the little black box of bars: the FPS counter alongside the network, system and graphics meters. If you raise it: (On) FPS, latency and link quality stay on screen — handy whenever something feels off. If you lower it: (Off) Nothing overlays the view: no performance figures at all. Recommended: 1 while you tune graphics · then up to you
Incident messages on track: Puts incident alerts (x1, x2, x4) on screen while you drive. If you raise it: (On) You learn the moment you pick up an x, and the reason behind it. If you lower it: (Off) Nothing pops up while you're out there; the x count waits until the end. Recommended: 1
Text chat on track: Keeps other drivers' chat visible on screen while you're in the car. If you raise it: (On) The race chat stays in view, arguments and all... If you lower it: (Off) No chat to pull your eyes while driving; it's there again once you park. Recommended: up to you
System messages on track: Puts system messages (race control and server notices) on screen while you drive. If you raise it: (On) Official session notices always reach you. If you lower it: (Off) A tidier screen; the serious warnings normally arrive by flag too. Recommended: 1
Dynamic MTU discovery: Adjusts the network packet size (MTU) on the fly. Delicate spot: leave it alone unless a network fault has been identified. If you raise it: (On) The link agrees bigger packets whenever your network tolerates them. If you lower it: (Off) Packet size stays fixed and conservative — safest for compatibility. Recommended: leave it as it is Touch this only when iRacing support asks you to.
Quick chat bar
F1 quick chat message: The F1 quick chat key sends this text out when you're on track. If the text ends with “$”, it goes out the moment you press the key, no Enter needed.
F2 quick chat message: The F2 quick chat key sends this text out when you're on track.
F3 quick chat message: The F3 quick chat key sends this text out when you're on track.
F4 quick chat message: The F4 quick chat key sends this text out when you're on track.
F5 quick chat message: The F5 quick chat key sends this text out when you're on track.
F6 quick chat message: The F6 quick chat key sends this text out when you're on track.
F7 quick chat message: The F7 quick chat key sends this text out when you're on track.
F8 quick chat message: The F8 quick chat key sends this text out when you're on track.
F9 quick chat message: The F9 quick chat key sends this text out when you're on track.
F10 quick chat message: The F10 quick chat key sends this text out when you're on track.
F11 quick chat message: The F11 quick chat key sends this text out when you're on track.
F12 quick chat message: The F12 quick chat key sends this text out when you're on track.
F13 quick chat message: The F13 quick chat key sends this text out when you're on track.
F14 quick chat message: The F14 quick chat key sends this text out when you're on track.
F15 quick chat message: The F15 quick chat key sends this text out when you're on track.
Interface and display
Black box on the driving screen: Sets which black box appears on screen while you're driving. The file does not map numbers to boxes, so try values from the Display menu until you find the right one.
Driving black box collapsed: Chooses how the driving black box is laid out: expanded or collapsed. If you raise it: The black box stays collapsed in its compact form. If you lower it: The black box opens up and shows the full detail.
Black box during a pit stop: Sets which black box you get during a pit stop. The file does not say which number belongs to which box.
Dash box: Turns the dash box on or off for the driving screen. If you raise it: With the setting on, the dash box shows while you drive. If you lower it: The dash box stays hidden.
On-screen radio controls: Decides whether the radio channel control shows up during a run. If you raise it: With it on, the radio channel control stays on screen while driving. If you lower it: The radio control disappears from the display.
Black box on the main screen: Chooses which black box shows on the main session screen. The file gives no number-to-box mapping.
Main black box collapsed: Chooses how the session black box is laid out: expanded or collapsed. If you raise it: The black box stays collapsed in its compact form. If you lower it: The black box opens up and shows the full detail.
Show weather radar: Not documented.
Enable on-screen ticker: No details given.
Audio meter: With the FPS counter on screen, you also get the audio performance meter.
Graphics meter: With the FPS counter on screen, you also get the graphics performance meter.
Network meter: With the FPS counter on screen, you also get the network performance meter.
Force feedback meter: With the FPS counter on screen, you also get the force feedback performance meter.
System meter: With the FPS counter on screen, you also get the system performance meter.
Fulldrv Disk Logging X: Stores where an interface (HUD) element sits on screen. iRacing refreshes that coordinate on its own when you drag the element with the mouse; it is not a value you tweak by hand.
Fulldrv Disk Logging Y: Screen spot the simulator keeps for a HUD element. It only moves when you drag the widget with the mouse: iRacing saves it by itself, you never set it by hand.
Fulldrv Flags X: Stores where an interface (HUD) element sits on screen. iRacing refreshes that coordinate on its own when you drag the element with the mouse; it is not a value you tweak by hand.
Fulldrv Flags Y: Screen spot the simulator keeps for a HUD element. It only moves when you drag the widget with the mouse: iRacing saves it by itself, you never set it by hand.
Fulldrv Sys Info X: Stores where an interface (HUD) element sits on screen. iRacing refreshes that coordinate on its own when you drag the element with the mouse; it is not a value you tweak by hand.
Fulldrv Sys Info Y: Screen spot the simulator keeps for a HUD element. It only moves when you drag the widget with the mouse: iRacing saves it by itself, you never set it by hand.
Fulldrv Text Chat X: Stores where an interface (HUD) element sits on screen. iRacing refreshes that coordinate on its own when you drag the element with the mouse; it is not a value you tweak by hand.
Fulldrv Text Chat Y: Screen spot the simulator keeps for a HUD element. It only moves when you drag the widget with the mouse: iRacing saves it by itself, you never set it by hand.
Fulldrv Video Timer X: Stores where an interface (HUD) element sits on screen. iRacing refreshes that coordinate on its own when you drag the element with the mouse; it is not a value you tweak by hand.
Fulldrv Video Timer Y: Screen spot the simulator keeps for a HUD element. It only moves when you drag the widget with the mouse: iRacing saves it by itself, you never set it by hand.
Fulldrv Virtual Mirror X: Stores where an interface (HUD) element sits on screen. iRacing refreshes that coordinate on its own when you drag the element with the mouse; it is not a value you tweak by hand.
Fulldrv Virtual Mirror Y: Screen spot the simulator keeps for a HUD element. It only moves when you drag the widget with the mouse: iRacing saves it by itself, you never set it by hand.
IDC CT GROUP CONFIG X: Stores where an interface (HUD) element sits on screen. iRacing refreshes that coordinate on its own when you drag the element with the mouse; it is not a value you tweak by hand.
IDC CT GROUP CONFIG Y: Screen spot the simulator keeps for a HUD element. It only moves when you drag the widget with the mouse: iRacing saves it by itself, you never set it by hand.
IDC CT GROUP GROUP X: Stores where an interface (HUD) element sits on screen. iRacing refreshes that coordinate on its own when you drag the element with the mouse; it is not a value you tweak by hand.
IDC CT GROUP GROUP Y: Screen spot the simulator keeps for a HUD element. It only moves when you drag the widget with the mouse: iRacing saves it by itself, you never set it by hand.
IDC FULLDRIVE CONTROLS SPEEDGEAR X: Stores where an interface (HUD) element sits on screen. iRacing refreshes that coordinate on its own when you drag the element with the mouse; it is not a value you tweak by hand.
IDC FULLDRIVE CONTROLS SPEEDGEAR Y: Screen spot the simulator keeps for a HUD element. It only moves when you drag the widget with the mouse: iRacing saves it by itself, you never set it by hand.
IDC FULLDRIVE SAVEHUD X: Stores where an interface (HUD) element sits on screen. iRacing refreshes that coordinate on its own when you drag the element with the mouse; it is not a value you tweak by hand.
IDC FULLDRIVE SAVEHUD Y: Screen spot the simulator keeps for a HUD element. It only moves when you drag the widget with the mouse: iRacing saves it by itself, you never set it by hand.
IDC FULLDRV BLACKBOXES X: Stores where an interface (HUD) element sits on screen. iRacing refreshes that coordinate on its own when you drag the element with the mouse; it is not a value you tweak by hand.
IDC FULLDRV BLACKBOXES Y: Screen spot the simulator keeps for a HUD element. It only moves when you drag the widget with the mouse: iRacing saves it by itself, you never set it by hand.
IDC FULLDRV DASHBOXES X: Stores where an interface (HUD) element sits on screen. iRacing refreshes that coordinate on its own when you drag the element with the mouse; it is not a value you tweak by hand.
IDC FULLDRV DASHBOXES Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV DELTABAR X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV DELTABAR Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV GRP RADIO TUNED TO X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV GRP RADIO TUNED TO Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV INFO X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV INFO Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV LASTSEC X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV LASTSEC Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV PACEINFO X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV PACEINFO Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV PITINFO X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV PITINFO Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV REJOIN X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV REJOIN Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV SESSION TIMER X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV SESSION TIMER Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV SPCC X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV SPCC Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV SPLITS X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV SPLITS Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV STARTLIGHTS X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV STARTLIGHTS Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV VCHAT LARGE X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV VCHAT LARGE Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV VCHAT SMALL X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC FULLDRV VCHAT SMALL Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC GROUP CHAT X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC GROUP CHAT Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC GROUP ENTRIES X: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC GROUP ENTRIES Y: On-screen location of a HUD element, stored here. iRacing writes the value itself as soon as you drag the element with the mouse; it is not something you dial up or down by hand.
IDC GROUP INFO X: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
IDC GROUP INFO Y: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
IDC GROUP LAPS X: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
IDC GROUP LAPS Y: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
IDC GROUP RESULTS X: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
IDC GROUP RESULTS Y: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
IDC GROUP RULES X: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
IDC GROUP RULES Y: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
IDC GROUP WEATHER X: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
IDC GROUP WEATHER Y: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
IDC SESSION VCHAT LARGE X: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
IDC SESSION VCHAT LARGE Y: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
Performance Display x: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
Performance Display y: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
Session Black Boxes X: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
Session Black Boxes Y: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
Session Performance Display x: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
Session Performance Display y: On-screen coordinate kept for a HUD widget. iRacing stores it by itself as soon as you drag the element with the mouse; there is no manual up/down tweak here.
Black Box Drive Parent scale: VR coordinate stored for a HUD element, kept separately for each platform. iRacing records it once you position the widget inside the headset; this is not a value you tune up or down.
Black Box Drive Parent x: VR coordinate stored for a HUD element, kept separately for each platform. iRacing records it once you position the widget inside the headset; this is not a value you tune up or down.
Black Box Drive Parent y: VR coordinate stored for a HUD element, kept separately for each platform. iRacing records it once you position the widget inside the headset; this is not a value you tune up or down.
Black Box Session Parent x: VR coordinate stored for a HUD element, kept separately for each platform. iRacing records it once you position the widget inside the headset; this is not a value you tune up or down.
Black Box Session Parent y: VR coordinate stored for a HUD element, kept separately for each platform. iRacing records it once you position the widget inside the headset; this is not a value you tune up or down.
Camera Tool x: VR coordinate stored for a HUD element, kept separately for each platform. iRacing records it once you position the widget inside the headset; this is not a value you tune up or down.
Camera Tool y: VR coordinate stored for a HUD element, kept separately for each platform. iRacing records it once you position the widget inside the headset; this is not a value you tune up or down.
Chat Channelndicator visibility: VR coordinate stored for a HUD element, kept separately for each platform. iRacing records it once you position the widget inside the headset; this is not a value you tune up or down.
Dash Box Anchoring Parent visibility: VR coordinate stored for a HUD element, kept separately for each platform. iRacing records it once you position the widget inside the headset; this is not a value you tune up or down.
Dash Box Anchoring Parent x: VR coordinate stored for a HUD element, kept separately for each platform. iRacing records it once you position the widget inside the headset; this is not a value you tune up or down.
Dash Box Anchoring Parent y: VR coordinate stored for a HUD element, kept separately for each platform. iRacing records it once you position the widget inside the headset; this is not a value you tune up or down.
Delta Bar Content layout: VR coordinate stored for a HUD element, kept separately for each platform. iRacing records it once you position the widget inside the headset; this is not a value you tune up or down.
Delta Bar Content scale: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Delta Bar Content x: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Delta Bar Content y: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Drive By Mouse x: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Drive By Mouse y: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Drive Chat x: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Drive Chat y: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Drive Connectivity Warning x: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Drive Connectivity Warning y: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Drive HUDCustomization x: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Drive HUDCustomization y: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Driver Inputs opacity: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Driver Inputs scale: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Driver Inputs x: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Driver Inputs y: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Drive Session Countdown x: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Drive Session Countdown y: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Drive Session Warning x: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Drive Session Warning y: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Flags Display scale: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Flags Display x: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Flags Display y: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Frame Timer visibility: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Info Display x: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Info Display y: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Laps Display x: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Laps Display y: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Last Sector Report scale: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Last Sector Report x: This key stores, per platform, where a HUD element sits in VR. iRacing fills it in as soon as you move that element inside the headset; it is not a value you raise or lower by yourself.
Last Sector Report y: Stores the VR position of one HUD element, with a separate value per platform. iRacing fills it in by itself once you place that element inside the headset; it is not a setting you shift by hand.
Pacing Info x: Keeps the VR placement of an interface element, tracked separately for each platform. iRacing logs it on its own as soon as the element sits in the headset; no manual tuning here.
Pacing Info y: Saved VR coordinate for a HUD element, kept per platform. iRacing fills it in when you line the element up in the headset; you never edit it by hand.
Penalties Display x: VR placement of a HUD element, recorded on its own for each platform. iRacing writes it the first time you set that element in the headset; the entry stays read-only.
Penalties Display y: VR coordinate iRacing keeps per platform for each HUD item; it gets stored by itself when you put the item in the headset, it is not a value you tune by hand.
Persistent Alert Message x: VR coordinate iRacing keeps per platform for each HUD item; it gets stored by itself when you put the item in the headset, it is not a value you tune by hand.
Persistent Alert Message y: VR coordinate iRacing keeps per platform for each HUD item; it gets stored by itself when you put the item in the headset, it is not a value you tune by hand.
Pit Info Display x: VR coordinate iRacing stores per platform, one entry for each HUD element. The sim writes it as soon as you place that piece inside the headset; it is not a value you push up or down by hand.
Pit Info Display y: VR coordinate iRacing stores per platform, one entry for each HUD element. The sim writes it as soon as you place that piece inside the headset; it is not a value you push up or down by hand.
Pit Speed Display x: VR coordinate iRacing stores per platform, one entry for each HUD element. The sim writes it as soon as you place that piece inside the headset; it is not a value you push up or down by hand.
Pit Speed Display y: VR coordinate iRacing stores per platform, one entry for each HUD element. The sim writes it as soon as you place that piece inside the headset; it is not a value you push up or down by hand.
Priority Message Box x: VR coordinate iRacing stores per platform, one entry for each HUD element. The sim writes it as soon as you place that piece inside the headset; it is not a value you push up or down by hand.
Priority Message Box y: VR coordinate iRacing keeps apart for every HUD element, sorted by platform. The sim records it the moment you set that piece inside the headset; it is not a parameter you fiddle with.
Race Control Persistent Messages scale: VR coordinate iRacing keeps apart for every HUD element, sorted by platform. The sim records it the moment you set that piece inside the headset; it is not a parameter you fiddle with.
Race Control Persistent Messages x: VR coordinate iRacing keeps apart for every HUD element, sorted by platform. The sim records it the moment you set that piece inside the headset; it is not a parameter you fiddle with.
Race Control Persistent Messages y: VR coordinate iRacing keeps apart for every HUD element, sorted by platform. The sim records it the moment you set that piece inside the headset; it is not a parameter you fiddle with.
Realtime Clock visibility: VR coordinate iRacing keeps apart for every HUD element, sorted by platform. The sim records it the moment you set that piece inside the headset; it is not a parameter you fiddle with.
Realtime Clock x: VR coordinate that iRacing keeps per platform for each HUD widget; it gets logged by itself once you position the item inside the headset, and it is not something you dial up or down manually.
Realtime Clock y: VR coordinate that iRacing keeps per platform for each HUD widget; it gets logged by itself once you position the item inside the headset, and it is not something you dial up or down manually.
Results Display x: VR coordinate that iRacing keeps per platform for each HUD widget; it gets logged by itself once you position the item inside the headset, and it is not something you dial up or down manually.
Results Display y: VR coordinate that iRacing keeps per platform for each HUD widget; it gets logged by itself once you position the item inside the headset, and it is not something you dial up or down manually.
Rules Display x: VR coordinate that iRacing keeps per platform for each HUD widget; it gets logged by itself once you position the item inside the headset, and it is not something you dial up or down manually.
Rules Display y: Platform-specific VR coordinates for a HUD item, written by iRacing itself as soon as you move that widget into the headset; nothing you tweak up or down by yourself.
Session Focus Driver Display x: Platform-specific VR coordinates for a HUD item, written by iRacing itself as soon as you move that widget into the headset; nothing you tweak up or down by yourself.
Session Focus Driver Display y: Platform-specific VR coordinates for a HUD item, written by iRacing itself as soon as you move that widget into the headset; nothing you tweak up or down by yourself.
Session System Meters audio: Platform-specific VR coordinates for a HUD item, written by iRacing itself as soon as you move that widget into the headset; nothing you tweak up or down by yourself.
Session System Meters graphics: Platform-specific VR coordinates for a HUD item, written by iRacing itself as soon as you move that widget into the headset; nothing you tweak up or down by yourself.
Session System Meters network: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session System Meters system: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session System Meters visibility: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session System Meters x: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session System Meters y: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Text Chat Collapsed Box Container x: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Text Chat Collapsed Box Container y: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session VCRButtons x: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session VCRButtons y: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Chat Channelndicator visibility: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Chat Channelndicator x: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Chat Channelndicator y: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Connectivity Can Rejoin x: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Connectivity Can Rejoin y: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Flags Display x: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Flags Display y: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Frame Timer visibility: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Frame Timer x: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Frame Timer y: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Penalties Display x: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Penalties Display y: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Splits Window x: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Splits Window y: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Spotter Message layout: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Spotter Message x: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Spotter Message y: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Telemetry Indicator x: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Telemetry Indicator y: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Warning x: Stores, in VR, where a HUD widget sits on each platform. iRacing records it by itself once you position that element inside the headset, so it is not a value you tune by hand.
Session Warning y: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Split Times scale: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Split Times x: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Split Times y: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Spotter Message layout: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Spotter Message scale: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
Spotter Message x: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
Spotter Message y: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
Standalone F12 layout: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
Standalone F12 x: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
Standalone F12 y: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Standalone F1 layout: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Standalone F1 x: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Standalone F1 y: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Standalone F2 layout: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Standalone F2 visibility: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
Standalone F2 x: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
Standalone F2 y: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
Standalone F3 layout: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
Standalone F3 visibility: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
Standalone F3 x: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Standalone F3 y: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Start Lights scale: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Start Lights x: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
Start Lights y: VR placement of a HUD widget, kept per platform. iRacing notes it as soon as you move that element inside the headset; there is no figure here for you to tweak by hand.
System Meters audio: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
System Meters graphics: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
System Meters network: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
System Meters scale: It tracks where a HUD widget sits in the headset, on a per-platform basis. The sim fills the value in once you position that element in VR; nothing here moves by hand.
System Meters steering: Coordinate kept in VR for a HUD widget, one value per platform. iRacing fills it in by itself the moment you drop that widget inside the headset; it never gets adjusted by hand.
System Meters system: Coordinate kept in VR for a HUD widget, one value per platform. iRacing fills it in by itself the moment you drop that widget inside the headset; it never gets adjusted by hand.
System Meters visibility: Coordinate kept in VR for a HUD widget, one value per platform. iRacing fills it in by itself the moment you drop that widget inside the headset; it never gets adjusted by hand.
System Meters x: Coordinate kept in VR for a HUD widget, one value per platform. iRacing fills it in by itself the moment you drop that widget inside the headset; it never gets adjusted by hand.
System Meters y: Coordinate kept in VR for a HUD widget, one value per platform. iRacing fills it in by itself the moment you drop that widget inside the headset; it never gets adjusted by hand.
VCREdit Display x: Coordinate kept in VR for a HUD widget, one value per platform. iRacing fills it in by itself the moment you drop that widget inside the headset; it never gets adjusted by hand.
VCREdit Display y: Coordinate kept in VR for a HUD widget, one value per platform. iRacing fills it in by itself the moment you drop that widget inside the headset; it never gets adjusted by hand.
Virtual Mirror Frame layout: Coordinate kept in VR for a HUD widget, one value per platform. iRacing fills it in by itself the moment you drop that widget inside the headset; it never gets adjusted by hand.
Virtual Mirror Frame scale: Coordinate kept in VR for a HUD widget, one value per platform. iRacing fills it in by itself the moment you drop that widget inside the headset; it never gets adjusted by hand.
Virtual Mirror Frame x: Coordinate kept in VR for a HUD widget, one value per platform. iRacing fills it in by itself the moment you drop that widget inside the headset; it never gets adjusted by hand.
Virtual Mirror Frame y: Coordinate kept in VR for a HUD widget, one value per platform. iRacing fills it in by itself the moment you drop that widget inside the headset; it never gets adjusted by hand.
Voice Chat Control Drive layout: Coordinate kept in VR for a HUD widget, one value per platform. iRacing fills it in by itself the moment you drop that widget inside the headset; it never gets adjusted by hand.
Voice Chat Control Drive scale: This line keeps the VR coordinates of a HUD widget for the platform it runs on; iRacing refreshes them by itself when you position that widget inside the headset, and you never adjust that entry by hand.
Voice Chat Control Drive x: This line keeps the VR coordinates of a HUD widget for the platform it runs on; iRacing refreshes them by itself when you position that widget inside the headset, and you never adjust that entry by hand.
Voice Chat Control Drive y: This line keeps the VR coordinates of a HUD widget for the platform it runs on; iRacing refreshes them by itself when you position that widget inside the headset, and you never adjust that entry by hand.
Voice Chat Control Session layout: This line keeps the VR coordinates of a HUD widget for the platform it runs on; iRacing refreshes them by itself when you position that widget inside the headset, and you never adjust that entry by hand.
Voice Chat Control Session x: This line keeps the VR coordinates of a HUD widget for the platform it runs on; iRacing refreshes them by itself when you position that widget inside the headset, and you never adjust that entry by hand.
Voice Chat Control Session y: This line keeps the VR coordinates of a HUD widget for the platform it runs on; iRacing refreshes them by itself when you position that widget inside the headset, and you never adjust that entry by hand.
Weather Radar Window x: This line keeps the VR coordinates of a HUD widget for the platform it runs on; iRacing refreshes them by itself when you position that widget inside the headset, and you never adjust that entry by hand.
Weather Radar Window y: This line keeps the VR coordinates of a HUD widget for the platform it runs on; iRacing refreshes them by itself when you position that widget inside the headset, and you never adjust that entry by hand.
Widget Editor x: This line keeps the VR coordinates of a HUD widget for the platform it runs on; iRacing refreshes them by itself when you position that widget inside the headset, and you never adjust that entry by hand.
Widget Editor y: This line keeps the VR coordinates of a HUD widget for the platform it runs on; iRacing refreshes them by itself when you position that widget inside the headset, and you never adjust that entry by hand.
arx Display Pack: This entry holds the configuration of an external display: an extra monitor, an instrument panel or the like. iRacing refreshes it by itself as you configure that screen; it is not something you tweak by hand.
color LEDHot Keys By Type: This entry holds the configuration of an external display: an extra monitor, an instrument panel or the like. iRacing refreshes it by itself as you configure that screen; it is not something you tweak by hand.
enable LCDDisplay: This entry holds the configuration of an external display: an extra monitor, an instrument panel or the like. iRacing refreshes it by itself as you configure that screen; it is not something you tweak by hand.
enable LEDFlags: This entry holds the configuration of an external display: an extra monitor, an instrument panel or the like. iRacing refreshes it by itself as you configure that screen; it is not something you tweak by hand.
enable LEDHot Keys: This entry holds the configuration of an external display: an extra monitor, an instrument panel or the like. iRacing refreshes it by itself as you configure that screen; it is not something you tweak by hand.
enable LEDShift Lights: This entry holds the configuration of an external display: an extra monitor, an instrument panel or the like. iRacing refreshes it by itself as you configure that screen; it is not something you tweak by hand.
enable Logitech ARX: This entry holds the configuration of an external display: an extra monitor, an instrument panel or the like. iRacing refreshes it by itself as you configure that screen; it is not something you tweak by hand.
enable Logitech LED: Holds the stored setup of an external display — such as (extra monitor, instrument panel, etc.); nothing in it is set by hand, while iRacing writes the value itself as you set that display up.
phone Can Steer: Holds the stored setup of an external display — such as (extra monitor, instrument panel, etc.); nothing in it is set by hand, while iRacing writes the value itself as you set that display up.
astonmartin dbr9: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
bmwm2csr: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
bmwm4gt3: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
crosscartn11: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
dallaradw12: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
dallaraf3: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
dallarail15: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
dallarair01: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
dallarair18: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
dallarap217: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
ferrari296gt3: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
ferrari499p: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
fordgt: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
formulair04: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
formulavee: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
global: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
hyundaivelostern: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
kiaoptima: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
legends ford34c: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
ligierjsp320: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
lotus79: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
mclaren570sgt4: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
mclaren720sgt3: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
mercedesamgevogt3: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
mercedesamggt4: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
mercedesw13: Shows the HUD layout (dashboard) that loads automatically for that car. iRacing fills in the entry each time you save such a layout for the car; it is not a value you tune by hand.
mx5 mx52016: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
porsche9922cup: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
porsche992rgt3: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
radical sr8: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
radicalsr10: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
raygr22: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
rt2000: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
specracer: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
stockcars buicklesabre87: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
stockcars2 arcachevy25: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
streetstock: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
superformulalights324: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
superformulasf23 honda: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
toyotagr86: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
trucks silverado: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
trucks toyotatundra2022: This entry holds the name of the HUD that comes up automatically when you drive this car. iRacing fills it in whenever you store a HUD layout for that vehicle; it is not a value you dial up or down by hand.
Tilt and touch controls
Invert steering axis: Reverses the tilt axis that steering uses when you drive by tilting. If you raise it: The tilt steering axis is now reversed. If you lower it: The tilt steering axis goes back to its usual direction.
Steering sensitivity (tilt): Sets how much tilt the steering axis demands. If you raise it: Less tilt reaches full steering lock, so it feels more sensitive. If you lower it: You must tilt further for full lock, so it feels less sensitive.
Detect tilt sensors: Toggles detection of the device's tilt sensors for tilt driving. If you raise it: iRacing picks up the tilt sensor on your device and works with it. If you lower it: iRacing stops reading the tilt sensor.
Orientation sensor or accelerometer: Picks which sensor feeds tilt driving: orientation sensor or accelerometer. If you raise it: The orientation sensor drives tilt input. If you lower it: The accelerometer drives tilt input.
Mouse controls while driving: Lets you use the mouse on the driving screen. If you raise it: The mouse works on the driving screen. If you lower it: The mouse does nothing while you drive.
Centre X control on first touch: Places the touch control's horizontal centre where you first tap. If you raise it: The horizontal centre follows your first tap. If you lower it: The horizontal centre keeps its default position.
Centre Y control on first touch: Places the touch control's vertical centre where you first tap. If you raise it: The vertical centre follows your first tap. If you lower it: The vertical centre keeps its default position.
Central combined control height: Height of the central combined control, as a % of screen width. If you raise it: The central combined control gets taller on screen. If you lower it: The central combined control gets shorter on screen.
Central combined control width: Width of the central combined control, as a % of screen width. If you raise it: The central combined control gets wider on screen. If you lower it: The central combined control gets narrower on screen.
Return to neutral position: How fast the touch control snaps back to neutral after you let go. If you raise it: The control returns to neutral sooner after release. If you lower it: The control takes longer to return to neutral.
Lock mouse with a click: One click locks the mouse to driving control; a second click frees it. If you raise it: One click locks the mouse; you need a second click to free it. If you lower it: The mouse never locks with a click.
Distance from the edge (landscape): Gap between the side touch inputs and the screen edge, in landscape. If you raise it: Moves the touch pads on the sides a bit farther off the edge. If you lower it: The side touch controls sit nearer the edge.
Side controls height (portrait): How tall the side touch buttons are in portrait mode, given as a % of screen width. If you raise it: The side touch controls in portrait get taller. If you lower it: The side touch controls in portrait get shorter.
Hide side controls when using the mouse: Turns the side touch buttons off whenever touch input is not active. If you raise it: The side controls disappear when touch is off. If you lower it: The side controls stay visible even with touch unused.
Side steering orientation: Lays the left-hand steering zone vertically or horizontally. If you raise it: The steering zone on the left stands vertical. If you lower it: The steering zone on the left lies horizontal.
Side controls width (landscape): How wide the side touch buttons are in landscape mode, given as a % of screen width. If you raise it: The side touch controls in landscape get wider. If you lower it: The side touch controls in landscape get narrower.
Relative mouse mode: When on, the mouse runs in relative mode; when off, in absolute. If you raise it: Relative mode: you push the pointer around. If you lower it: Absolute mode: the pointer lands where you place it.
Network and system
Skip results with no valid lap: In looping qualifying, the results screen is skipped when nobody has set a valid lap. If you raise it: With looping qualifying, the results screen does not appear when there is no valid lap. If you lower it: The results screen is always shown, valid lap or not.
Multi-threaded physics: Chooses how the simulator's physics get calculated. Sits in iRacing's own 'Debug' section: editing it by hand can cost performance or stability.
Date format: Order used for month, day and year in on-screen dates. Which number stands for which order isn't stated in the file; to be sure, switch it from the Region menu.
Show real-time clock: Puts a real-world clock on the screen. If you raise it: The real-time clock shows in the interface. If you lower it: The real-time clock stays hidden.
System of measurement: Units used on screen, metric or imperial. The file doesn't say which number maps to which system; to be sure, switch it from the Region menu.
Time format: Real time displayed in the time zone you pick.
Farms without Anycast: Race server farms (apne1, apse2, euc1, sae1, use2, usw1), comma-separated, that must not use Anycast addressing on connection. Fine-grained network option: change it without a reason and the connection can get worse.
Farms without IPv6: Race server farms (apne1, apse2, euc1, sae1, use2, usw1), comma-separated, that must not use IPv6 on connection. Fine-grained network option: change it without a reason and the connection can get worse.
Server address selection: DNS can give the race server more than one address. This setting chooses the one iRacing uses.
Telemetry to disk: The iRacing SDK records telemetry into a file on disk. If you raise it: The SDK writes telemetry to disk. If you lower it: The SDK stops recording telemetry to disk.
Shared memory telemetry: Publishes telemetry into the iRacing SDK's shared memory, the channel overlays and external apps (this one included) read. If you raise it: Turn it on and the SDK drops telemetry into shared memory, where overlays and external apps pick it up. If you lower it: Switch it off and overlays plus external apps, the Suite among them, get no live data anymore. Leave this off and overlays, telemetry apps and the Suite itself will not receive live data anymore.
Log all cars in the setup: Writes every car into the setup log rather than only the first 64 (that is what old apps expect). If you raise it: The setup log covers the whole field of cars. If you lower it: The setup log stops at the first 64 cars, keeping old apps compatible.
Log the setup in the telemetry: Writes the setup currently fitted to the car into the telemetry. If you raise it: The setup in use gets stored with the telemetry. If you lower it: The telemetry does not store the setup.
Session text encoding (SDK): Character encoding for the session info string that the SDK passes on to external apps.
Last What's New version seen: Keeps track of the latest release notes «What's New» you viewed, so it knows whether to show that notice again. iRacing keeps this key up to date itself.
Options search: match section headers: When hunting for a setting, the Options menu search also matches section titles. If you raise it: The Options search finds settings by section title as well. If you lower it: The Options search stays inside the setting and ignores section titles.
Options search: match tags: When hunting for a setting, the Options menu search also matches related tags (near hits). If you raise it: The Options search finds settings by related tags as well. If you lower it: The Options search pays no attention to related tags.
Options search: match tooltips: When hunting for a setting, the Options menu search also matches its help text (tooltip). If you raise it: A search inside Options also matches a setting through the wording of its tooltip. If you lower it: The Options search never checks the help text.
Load video capture module: Set it to 0 and the sim will not load its video capture module. If you raise it: The video capture module loads as usual. If you lower it: The capture module stays unloaded, so recording video from the sim is off the table.
Video container: File format (container) used for the video you record.
AutoCPUMeter: Forces the system performance meters when the 'Skew' looks like the work of an overloaded background thread. Sits in iRacing's 'XXX Dev Use Only' block: developer ground, not for the driver. Listed only for completeness; the window offers no editing.
dbgTextBG: Background colour in (r,g,b[,a]) form sitting behind the debug text. Sits in iRacing's 'XXX Dev Use Only' block: developer ground, not for the driver. Listed only for completeness; the window offers no editing.
dbgTextFG: Colour in (r,g,b[,a]) form applied to the letters that draw the debug text. Sits in iRacing's 'XXX Dev Use Only' block: developer ground, not for the driver. Listed only for completeness; the window offers no editing.
ForceCrashForFPUException: With 1, an FPU exception brings the application down and leaves a crash log. Sits in iRacing's 'XXX Dev Use Only' block: developer ground, not for the driver. Listed only for completeness; the window offers no editing.
maxAllowedHangTimeSecondsBG: How many seconds the real-time thread may hang before the system steps in (0 = off). Sits in iRacing's 'XXX Dev Use Only' block: developer ground, not for the driver. Listed only for completeness; the window offers no editing.
maxAllowedHangTimeSecondsFG: How many seconds the render thread may hang before the system steps in (0 = off). Sits in iRacing's 'XXX Dev Use Only' block: developer ground, not for the driver. Listed only for completeness; the window offers no editing.
RunTireTestsOnStartup: With 1, the full set of tyre tests runs at startup. Sits in iRacing's 'XXX Dev Use Only' block: developer ground, not for the driver. Listed only for completeness; the window offers no editing.
xTilesAcross: How many tiles wide the debug grid is. Sits in iRacing's 'XXX Dev Use Only' block: developer ground, not for the driver. Listed only for completeness; the window offers no editing.
xWidth: Width across for the debug tile grid; a multiple of 4×xTilesAcross is required. iRacing keeps it under 'XXX Dev Use Only': development work, no driver access. Added so the list is whole; not editable in the window.
ForceCrashForFPUExceptionBG: Not documented. iRacing keeps it under 'XXX Dev Use Only': development work, no driver access. Added so the list is whole; not editable in the window.
ForceCrashForFPUExceptionFG: Not documented. iRacing keeps it under 'XXX Dev Use Only': development work, no driver access. Added so the list is whole; not editable in the window.
MaskFPUExceptionsBG: No details available. iRacing keeps it under 'XXX Dev Use Only': development work, no driver access. Added so the list is whole; not editable in the window.
MaskFPUExceptionsFG: No details available. iRacing keeps it under 'XXX Dev Use Only': development work, no driver access. Added so the list is whole; not editable in the window.
xHeight: Not documented. iRacing keeps it under 'XXX Dev Use Only': development work, no driver access. Added so the list is whole; not editable in the window.
Alternative IP lookup: With this on, the sim looks up your IP address by another route. If you raise it: Looks up the IP with the alternative method. If you lower it: Uses the standard IP lookup path.
Connect sockets: Whether the network sockets get connected via connect() or not. If you raise it: Sockets do get connected. If you lower it: Sockets don't get connected. Low-level network switch: change it without a plan and your connection can get worse.
Connection open timeout: How many seconds to keep trying a network connection before calling the attempt a failure. If you raise it: Waits longer before writing the connection off. If you lower it: Gives up on the connection sooner.
Maximum initial datagram size: Top size, measured in bytes, allowed for the first network datagram. If you raise it: Larger opening packets. If you lower it: Smaller opening packets. Low-level network switch: change it without a plan and your connection can get worse.
Explicit Congestion Notification (ECN): Enables ECN (Explicit Congestion Notification), a network trick that spots congestion without dropping packets. If you raise it: ECN is on. If you lower it: ECN is off.
Log channel statistics: Writes network channel statistics into the log. If you raise it: Network stats get logged. If you lower it: Nothing gets logged.
Log communication errors: Writes client channel errors into the log. If you raise it: Communication errors get logged. If you lower it: They stay out of the log.
Log client connections: Adds a log line every time a client connects. If you raise it: Every client connection gets logged. If you lower it: Connections stay out of the log.
Maximum MTU probe size: Ceiling in bytes for the probes that measure MTU (maximum transmission unit) along the network path. If you raise it: MTU probes are sent larger. If you lower it: MTU probes are sent smaller. Low-level network switch: change it without a plan and your connection can get worse.
Dummy remote (debug): When switched on, it brings up a 'dummy remote' in iRacing debug builds. iRacing keeps it in its own 'Debug' section: internal development work, not for the driver.
Ignore reference cache mismatches: Passes over mismatch entries in a file called the reference line cache (refline cache). iRacing keeps it in its own 'Debug' section: internal development work, not for the driver.
Updater HTTP logging: Enables HTTP logging in the iRacing updater. iRacing keeps it in its own 'Debug' section: internal development work, not for the driver.
DAT file cache size: Bytes held back for the LRU cache that holds DAT files, containing track and car data kept in memory by the sim. If you raise it: More room for this cache: fewer disk reads. If you lower it: Less room: more disk reads when the same data is needed again.
Hide admins: Hides which drivers are the session admins. If you raise it: Admins aren't singled out. If you lower it: Admins show up as admins.
Connections reserved for admins: How many network connections are set aside for admins alone. If you raise it: More connections kept for admins. If you lower it: Fewer connections kept for admins.
Disable thread priority boost: Turns off the temporary priority boost given to low-priority worker threads. If you raise it: Worker threads get no priority boost. If you lower it: Worker threads may still get a short priority boost.
Lower priority during loading: Drops the priority of some tasks while the sim is loading. iRacing gives no further detail: it's internal loading behaviour.
Telemetry identifier: Telemetry relies on this identifier; in iRacing '@' is written as net_server_port, the network server port, and the sim looks after it.
Per-car camera data
Last camera group used at this track: Camera group (TV1, TV2, cockpit...) active on your most recent race at this track. iRacing notes it by itself whenever you change camera; it is not a value you tune by hand. The same key shows up 240 times inside camera.ini: one block per car or track, so this sheet fits any of them.
Last visual set used with this car: Camera and view combination active during your most recent run with this car. iRacing stores it on its own; there is no value to raise or lower. The same key shows up 240 times inside camera.ini: one block per car or track, so this sheet fits any of them.
Last camera setting used at this track: Camera setup that belongs to this track, taken from your latest race on it. iRacing writes it on its own; you never touch it by hand. The same key shows up 240 times inside camera.ini: one block per car or track, so this sheet fits any of them.