When real and virtual Worlds collidePublished on 17/12/2019
The third season of the F1 Esports World Championship ended recently. It was the second in which all Formula 1 teams were officially involved, with races staged over current race venues. Esports is expanding rapidly, appealing to a growing audience of youngsters, fans and gamers from all over the world.
This year, we saw a thrilling fight on 12 different circuits, between the 30 drivers – three from each Formula 1 team. They all had a pool of three drivers of which they could nominate two for each race. The level of competition was very high and the drivers were a hundred percent committed to their jobs as sim racers. The same goes for the teams that set up their Esports squads and provided training programmes.
There is so much that goes into it, from physical and mental preparation for the drivers to the software and hardware set up used to improve race performance, not forgetting logistics and marketing. In fact, the virtual F1 world touches on all areas encountered in the real one. That’s what was clear to two of our Esports drivers, Manuel Biancolilla (Italy) and Patrik Holzmann (Germany) when they visited the factory in Faenza and met our Chief Engineer Vehicle Performance, Claudio Balestri. Apart from getting an idea of what goes on in the actual Formula 1 operation in terms of designing and building our cars, the two Esports drivers found that the methods they use when setting up their virtual cars are those employed by our Vehicle Performance Group and that there was much in common, with a significant crossover between the two disciplines. Enjoy the video!