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V2 Racing Online

Racing online exposes per-mode queues for Circuit, Sprint, Drag, Drift, Combat, Power-Play, Pursuit, Canyon Duel, Time Trial, and Crew Battle.

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Section 112 defines racing matchmaking, ranked ladders, custom rooms, cross-play, Autolog-style rivalries, lobby limits, and server-side racing integrity.

Matchmaking Queues#

Racing online exposes per-mode queues for Circuit, Sprint, Drag, Drift, Combat, Power-Play, Pursuit, Canyon Duel, Time Trial, and Crew Battle. Every queue has vehicle-class restrictions and uses skill-based matchmaking backed by TrueSkill2 or Glicko2. Racing MMR is stored separately from Fighting MMR and cross-references Section 75.

Ranked Ladders#

Ranked racing has per-mode ladders for Circuit, Sprint, Drift, Combat, Power-Play, Pursuit Racer, Pursuit Cop, and Canyon Duel. Every ladder runs Bronze, Silver, Gold, Platinum, Diamond, Master, Grandmaster, and Legend tiers, cross-references Section 75.2, and layers Racing crown ranking from Section 51.5 above hidden MMR.

Custom Room#

Custom Room rules cross-reference Section 66.4 and let hosts configure race rules, vehicle restrictions, assist eligibility, track, lap count, damage model, weather, time of day, Power-Play eligibility, Combat eligibility, and Pursuit side-pick. Racing lobbies include spectate, chat, and practice space.

Cross-Play#

Cross-play supports 1-32 player racing across PC, PS5, XSX, and Switch2. Racing matchmaking exposes input-method labels for wheel, gamepad, and KB+M so queue rules can preserve fair matchmaking. Cross-progression flows through a publisher account and cross-references Section 50.

Autolog Rivalries#

Autolog-style rivalries surface a friend's race time and score as a challenge target on each track. Friend-beat notifications include a one-tap revenge match entry point.

Lobby Limits#

Casual lobby browser limits are mode-specific: Circuit 12, Sprint 12, Drag 4, Drift 8, Combat 8, Power-Play 12, Pursuit 6, and Canyon Duel 2.

Racing Anti-Cheat#

Server-side racing anti-cheat cross-references Section 49 and validates per-frame input rate, per-lap-time anomalies, and per-section physics-impossible times. Flagged races preserve replay-based forensics.

Verification#

RacingOnline_V2_Contract.json, racing-online.json, OnlineServices.Module automation coverage, and check-v2-racing-online.py validate Section 112.