Sim Racing VS Real Life: Comparing Daytona 24 Hour Lap Times

AMS2 GTP Daytona.jpg

Do accurate lap times in sim racing matter to you?

  • Yes, definitely

    Votes: 147 73.9%
  • Not at all

    Votes: 52 26.1%

  • Total voters
    199
Sim racing is all about realism. But is it as accurate as we like to believe? Let’s compare Daytona’s 24-hour lap times between real life and several games to find out.

Image credit: Reiza Studios

The month of January is very much the beginning of motorsport. However, the whole month is traditionally dominated by a single series at a particular circuit. The Rolex 24 Hours at Daytona along with the Roar testing weekend a week prior fill the first month of the year.

In addition to the real-world event, the sim racing community frequently catches the Daytona bug in January. As a result, themed new content and events fill the early part of the year. 2024 was no different with Automobilista 2 receiving three IMSA LMDh cars just after Christmas and iRacing hosting the virtual event.


With the new additions and mass participation in the iRacing Daytona 24 Hours, we are now in a fantastic position to compare GTP lap times between real-life and sim racing. How accurate are these new LMDh cars in sim racing? Now is the time to find out.

Daytona 24 Lap Times​

In 2024, the Daytona 24 Hours kickstarted the second season for the all-new GTP cars. Still very much in development, fans and teams alike saw incredible strides forward in pace at the Road Course.

In fact, according to motorsport data resource, The B Pillar, the 2023 race saw average times in the top class hovering around the high 1:37 mark. These averages are based on each driver’s 50% fastest lap times across the 24 hours. Meanwhile, the top drivers managed to set the fastest laps just about hitting the 1:35s.


This year however, the data shows that times tumbled to easily reach the mid 1:35s. Once more, it seems the pace across the GTP class fell to the 1:37.0 zone for the race leading Cadillac #31. Clearly, then, it isn’t easy to know the true pace of the current GTP cars as progress in setup and software departments continue.

For this test of sim racing’s portrayal of the LMDh category, however, let’s focus on the 2024 timesheet which you can find in this Only Endurance Instagram post. As aforementioned, this indicates that the majority of drivers were indeed very close on times with high-1:36 to low-1:37 providing a good reference in dry conditions over the 24 hours. An absolute best time however can drop into the 1:35s on occasion.

Automobilista 2 Daytona GTP Times​

The most recent title to receive brand-new GTP cars is Automobilista 2. The release resulted in a massive influx in player numbers across the New Year. With that in mind, the AMS2 time trial leaderboards are particularly healthy when it comes to GTP lap times at Daytona.

Taking a look at the page, one will immediately point out that lap times take a significant jump from real life to AMS2. At the time of writing, two players sit at the top of the standings with identical times. Both Nielsfortyseven and JK managed to extract a 1:30.358 from the Cadillac V-Series.R.

Automobilista 2 Daytona GTP times.jpg

The AMS2 Daytona leaderboard shows fast times. Image credit: Reiza Studios

Throughout the first page of the Automobilista 2 Daytona GTP leaderboard, times remain fairly consistent, slowly approaching the 1:31 mark. An impressive two seconds faster than the real-world Rolex 24 pole time, those who can reach such a time should be proud.

Of course, race pace does take a hit from the worldly heights of the time trial. As a result, consistent times in traffic will most certainly fall to the 1:33-1:34 space. However, this is nevertheless faster than B Pillar’s data for the real event.

Are iRacing GTP Cars Accurate?​

Perhaps the best way to truly compare sim racing to the real-life 24 Hours of Daytona is by running the sim for a round-the-clock race. Well, luckily for us, iRacing did just that no more than a week before the real event.


Thousands of teams came together to participate in the iRacing Daytona 24 Hours, across 95 splits. Throughout those 95 splits, the GTP class was no doubt one of the most popular, featuring in the majority of races. Fantastic battles occurred in the broadcast top split, but also throughout the different runnings.

The top split pole position time was set by Williams Esports’ Josh Lad with a 1:30.209. A whole two seconds faster than Pipo Derani’s record-setting 1:32.656, that is no doubt an impressive time. Throughout the top split race, runners averaged in the high-1:33 to the low-1:34 range, a three-second drop compared to the real race.

iracing D24 lap times.jpg

Average pace in the iRacing Daytona 24 top split. Image credit: iRacing.com

Elsewhere, lower split average lap times do not appear much more accurate. Average times in most standard splits appear to hover around the 1:36-1:37 range in the GTP class across the 24 hours, including incidents and pit time. This figure matches the B Pillar’s top runners despite basing averages on each driver’s 50% fastest laps. When doing the same on iRacing, averages easily drop to the 1:33 mark.

Poor GTP Hybrid Simulation​

Then, sim racing does seem to suffer from unrealistically fast lap times. One can partially put this down to the limiting factors present in real motorsport. But it does seem that the GTP cars in sim racing are much faster than their real-life counterparts. In both titles featuring official GTP content, lap times drop by over two seconds in ultimate pace. During full stints, it seems that between

From testing, it does seem that these games poorly simulate GTP hybrid systems. According to the LMDh ruleset, cars must not exceed a maximum power output regardless of hybrid usage. As a result, when the electric power kicks in, teams program the internal combustion engine to take a rest. This does not happen in sim racing.


Different hybrid modes in iRacing will provide great differences in top speed and acceleration, which does not happen in real life. Instead, the hybrid simply reduces fuel usage. This frequent kick of up to 100 additional horsepower will easily explain the gain in lap time.

By driving the AMS2 GTP cars, it is clear that the hybrid boost is not quite as intense. However, running without the electric power is sure to reduce Daytona’s 24 lap times by a second or two. As a result, it too fails to accurately simulate these top-flight endurance sportscars.

There is no doubt that these games give a fantastic insight into the world of GTP and Hypercar racing. Details such as hybrid programming are something only the teams running the real cars can ever know, and it is admittedly pedantic to focus on such minor touches. However, this gap in simulation does provide Le Mans Ultimate with a great chance to surpass the competition.

Do you think it is worth comparing sim racing lap times to real life? What do you make of the differential? Tell us on Twitter at @OverTake_gg or in the comments down below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

At a more granular level almost certainly. If the comparison was done every second for speed obtained and some details of what was actually being utilised (DRS, hybrid etc) then I think it might be possible to tweak a number of parameters associated with either the engines or the cars for not just engine power but obtainable grip on cornering or the tracks.

There are lots of details that are often not very representative because incomplete data is available. Laser mapping a tracks service does not give details of the asphalt and its grip capacity. Tires are notoriously difficult to get data on especially when at maximum deflection and beyond. ABS and Traction control are often algorithmically interesting due to how they detect when its needed. There are lots of details beyond just getting how engine power is deployed that could potentially get improved if the moment by moment data was made available from real world cars and analysed in relation to other cars and tracks. It would take a lot of examples however to work out which parameters and how much needing improvement but it would likely improve the realism if it was done well.
 
Also unaccounted for is the toll that the g-forces have on the driver and performance.

Perhaps the performance of the cars is as equivalent to real life as they can get, but the performance of the drivers is better as we do not deal with what IRL drivers deal with: while most of us are racing we sit in a stable, non-moving platform that is not imparting g-forces on us while we turn, brake, accelerate, etc., thus we can maximize the performance of the car over a lap, worrying solely about wringing out the fastest pace and having no consideration for the effects on our bodies.
 
Also unaccounted for is the toll that the g-forces have on the driver and performance.

Perhaps the performance of the cars is as equivalent to real life as they can get, but the performance of the drivers is better as we do not deal with what IRL drivers deal with: while most of us are racing we sit in a stable, non-moving platform that is not imparting g-forces on us while we turn, brake, accelerate, etc., thus we can maximize the performance of the car over a lap, worrying solely about wringing out the fastest pace and having no consideration for the effects on our bodies.
You might maximise car performance. But I definitely don't

100% valid point. I mention the limiting factors in the article without going into details. But for sure, effects on drivers and fatigue mix with reliability concerns to slow the cars down.
Perhaps that is why the time trial and qualifying times are most comparable.
 
These lap times differences are not surprising. Fast simracing drivers have always blown by seconds real life best lap times.

About the hybrid implementation, I remember Reiza having stated that further developments had to be done after the DLC went out and I can't remember having read any mention of that in the last patches. Is it still to be expected or something has already be done and I just missed the note? Because in my memory, I understood the hybrid behaviour at launch was a placeholder, or a gimmick, to give some of its feeling but wasn't properly fully implemented.
 
Premium
To be fair those cars in AMS2 runs setups made for only 1-3 laps at those times. After that the engine or any other part will blow up
Yes this. Time trials are not the best comparison. Really need to look at some races and the qualification times. Of course, according to some of the people on here, you should just be able too drift around the track Ken Block style and set a world record in AMS2. I'd love to see them try it.
 
There's way more to it than just the Hybrid, in a real life qualy the drive must take care of the tires to do a lot of attempts in one stint, lot more fuel, and if I would guess most of the 2s diff is make in the bus stop (Le mans Chicane), the way you throw the car on that corner in a Sim, definitely is not the way a real cars handle, even Derani can take the amount of curbing we take on the Sim without losing control.
And a the end of the day, Sim is a game trying to simulate, but they all have some exploits and this people that are on the top of the time table almost always are using one.
 
Both these games suffer in lap times. It's not just about the hybrid simulation. In iRacing, Nascar next gens are as fast as irl GT3 cars, and much faster than their real counterparts. AMS2 is also guilty of cars being several seconds faster than they were IRL.
 
Also unaccounted for is the toll that the g-forces have on the driver and performance.

Perhaps the performance of the cars is as equivalent to real life as they can get, but the performance of the drivers is better as we do not deal with what IRL drivers deal with: while most of us are racing we sit in a stable, non-moving platform that is not imparting g-forces on us while we turn, brake, accelerate, etc., thus we can maximize the performance of the car over a lap, worrying solely about wringing out the fastest pace and having no consideration for the effects on our bodies.
I get that. I feel like the drivers can really ring the neck out of the cars if they wanted to for the sole fact that there are drivers out there that are in faster racing series. Ofc i have no clue what its feels like to be in one of those cars lol, but i feel like G's is less of a detriment compared to the overall danger of crashing the car and ruining one's whole teams race or more...
 
Lol Have u seen What the GTP's In iracing can do around Road Atlanta!!!!! 1:04s are insane if u ask me:laugh:. Try doing that in real life. I would love to see it!!! That being said. I think the pole time at Road Atlanta in real life could get close to breaking the lap record this Year.
 
The brakes are too OP in these sims which is one of the reasons why there are faster laptimes. Just watch GT3 cars brake for the chicane in Daytona RC in real life, and compare it to where you can brake in AMS2. IRL they start braking way before the long green marking on the wall. In AMS2, you brake at the beginning of the green marking and a little afterwards if your tires are "in" or you feeling daring. In rF2, its even worse, you brake WAY later, almost halfway past the green bar on the wall around where there is a line on the road.

The bad thing is that the AI is so OP (in AMS2) in the chicanes (in recent updates to the point of spinning out) that you have to drive unrealistically to keep up, always driving on edge through the chicane. Ive watched many on boards and many videos of GT3 cars going through the chicane, and they don't throw it through there, it is a calm, reasonable, controlled rate in most cases.
 
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Both these games suffer in lap times. It's not just about the hybrid simulation. In iRacing, Nascar next gens are as fast as irl GT3 cars, and much faster than their real counterparts. AMS2 is also guilty of cars being several seconds faster than they were IRL.
The first video is not a good reference, because it's comparing to a car that has a mix and match of parts of different specs throughout its career, plus others it never had, to create a bizarre racecar that is somehow balanced with the rest of the class. To make matters worse, the creator of the video then states in the comments that the 962C in Assetto Corsa does not have such an issue at Road America, neglecting the fact that the car that set those laptimes in real life was an IMSA spec one, very different (and faster) to the Group C spec modelled in game. Meaning that the one he states is even worse, but is made correct thanks to a twisted perspective.

This happens when people want to create content and state a shocking and demeaning opinion beforehand, instead of doing research with due diligence.
 
It's a pointless exercise, the track conditions are just different, also the BoP & there is driver fatigue. These cars run VERY hot!
If you compare daytime races on circuits, I'm sure it'll be much closer, but again the teams are developing the cars & then they got BoPed :)
Another big difference is aero maps. The ones in the sim are too optimistic, they're probably the CFD ones. In reality, the teams can't run such rakes, so low etc.
Also, no team will share with you how their hybrid system software works...

It's not fair to blame the game devs if they're not given the full 100% up-to-date info & no team is crazy enough to do that!
 
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I think the times matter, but not the times that aliens can do. Top sim racers will always do better times than what is possible IRL for several reasons.
 
pretty much agree with everyone here saying there's too many unsimulated factors to have fully accurate lap times.

TBH I'm SO glad the article went from AMS2 to Iracing (as if it was just about AMS2 I'm sure the usual trolls would have stuck their oars in about how unrealistic it is)
 
You might maximise car performance. But I definitely don't

100% valid point. I mention the limiting factors in the article without going into details. But for sure, effects on drivers and fatigue mix with reliability concerns to slow the cars down.
Perhaps that is why the time trial and qualifying times are most comparable.
Oh, don't get me wrong: I do not maximize car performance either. I am firmly in the "average" category, but if taken in context, my performance in the car is not hampered by the physical limitations of driving a real car. I am sure if I stepped in a real GTP or GT3 my lap times at Daytona would take a serious hit.
 
This article starting with the question "are simgames accurate?" could have completely left out the middle part with the laptimes and the conclusion would have been the same.
"No, because simulation (hybrid etc.) is poor."
 
No, no and no! The reason is that virtual racers are much better than real ones, so they are faster. If I competed in Formula 1 in 2024, I would very easily win my first championship even with Williams. They just don't want to take me, and they don't understand what they're losing.
 

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Angus Martin
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What's needed for simracing in 2024?

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