Project Motor Racing update 2.2 is live with a first-stage LMDh rework, hybrid braking changes, ICE response fixes, and beta VR and triple-screen support.

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Store links: Project Motor Racing on Steam
Project Motor Racing update 2.2 is live, but the LMDh rebuild is not finished
Project Motor Racing update 2.2 is now live, and the main story for sim racers is a first-stage rework of the LMDh class rather than a broad content drop. Straight4 Studios’ official Version 2.2 notes, published August 19, 2026, describe the patch as a stability and refinement update built around extensive LMDh changes, with work touching the internal combustion engine, MGU regeneration, brake-by-wire behaviour, power delivery, aerodynamics, tyre behaviour, suspension, and chassis dynamics.
That is a large handling pass for one class, but Straight4 also frames it as the beginning of a wider overhaul. The studio says Version 2.2 lays the technical foundation for further LMDh development, including future car-specific refinement. For players asking whether Project Motor Racing update 2.2 improves the drive feel, the answer from the patch notes is precise: the update targets the systems most likely to affect braking stability, throttle pickup, hybrid deployment feel, and driver feedback, but the developer is not presenting this as the final state of the class.
Operation Sports reports the same emphasis, calling it the first big round of LMDh changes and noting that more tuning is planned. Traxion adds that the game’s Hypercars, both LMH and LMDh models under the in-game LMDh umbrella, are the focus of this pass. Overtake reports that Version 2.2 is live across PC, PlayStation 5, and Xbox Series X|S, while the official Straight4 notes specifically call out the VR and triple-screen changes as PC features.
Hybrid braking is the most important handling change in the patch notes
The most consequential item in the Project Motor Racing patch notes is the LMDh brake and regeneration work. Straight4 says ABS assist now works in both safe and full regen modes with any amount of MGU regeneration for all cars in the class. That matters because hybrid prototypes do not brake like a simple combustion-only race car. The stopping phase is a blend of hydraulic braking, brake-by-wire logic, regenerative energy recovery, speed, aero load, and brake balance.
Straight4’s notes say brake-by-wire functionality has been improved, with MGU regeneration, speed, downforce, and brake bias changing in real time to accommodate those changes. The studio describes this as simulation of real rules and features, and says the behaviour remains compatible with ABS assist if that assist is enabled.
The more revealing fixes are the conditional regen changes. The official notes say MGU regeneration now varies with speed according to downforce to avoid strange lockups at the rear or front axle. They also say regeneration now varies with lateral G forces, reducing regen demand when the driver is asking for a lot of turning grip to avoid instabilities. In driver terms, that points directly at the uneasy phase between trail-braking and turn-in, where a prototype can feel fine in a straight line but unsettled the moment steering angle and brake pressure overlap.
If those systems behave as described, the LMDh cars should be less prone to the kind of hybrid-braking weirdness that feels like the rear axle has been surprised by the software. That is still an inference from the patch notes, not an independent test result. The confirmed change is that Straight4 has altered how regen interacts with ABS, brake-by-wire, aero load, speed, and lateral load.
ICE response fixes aim at throttle pickup, engine braking, and oscillation
The LMDh rework is not limited to the electric side of the car. Straight4 lists several internal combustion engine changes: improved ICE inertia, improved throttle response, improved engine braking, and improved steady-throttle response while driving. The studio specifically says the update eliminates oscillations when driving, although some oscillation remains at idle.
Those are small phrases with big implications for feel. Engine inertia affects how quickly revs rise and fall, which changes the weight of a throttle application and the way the car settles when the driver lifts. Throttle response affects traction management on corner exit, especially in a high-power prototype where a small pedal input can become a big rear-tyre request. Engine braking affects corner entry rotation and stability before the hybrid braking system is even considered.
The steady-throttle oscillation fix is also worth watching. Oscillation while driving can make a car feel nervous even when the driver is holding a constant pedal position, because the longitudinal load is subtly moving around instead of staying settled. Straight4’s note that some remains at idle is a useful limitation: the fix is aimed at on-track drivability, not necessarily every engine-behaviour edge case in the garage or pit lane.
Taken together, the ICE changes suggest that Project Motor Racing update 2.2 is trying to make the LMDh powertrain easier to read. The ideal outcome is not simply a faster car. It is a car whose lift, brake, coast, and throttle phases communicate more cleanly through the wheel and pedal inputs.
Aero, tyres, suspension, and defaults widen the LMDh reset
Straight4’s top-level Version 2.2 summary says the LMDh class has also received work across aerodynamics, tyre behaviour, suspension, chassis dynamics, and power delivery. The official excerpted patch notes do not provide the same item-by-item detail for those areas as they do for ABS, regen, brake-by-wire, and ICE behaviour, but the studio says the combined changes are designed to improve how the cars behave, respond, and communicate with the driver on track.
Traxion reports additional practical details from the update, saying new tyre and aero models have been implemented for LMDh cars, with revised default ABS and traction control settings. Traxion also says players can now choose from three different tyre compounds. Those changes, if you run long stints or league races, are potentially as important as the braking fixes because they affect stint planning, balance migration, and how much setup work is needed before a car feels trustworthy.
The caveat is Straight4’s own framing. Version 2.2 is the first major iteration of the wider LMDh overhaul, not the closing pass. The studio says further development will follow, with car-specific refinement still to come. That means the class may feel meaningfully different now while still changing again in later updates.
The patch also touches GT3, but in a smaller way. Straight4’s notes say the GT3 class received bug fixes and general improvements. That is a different scale from July’s Update 2.1, which the official Project Motor Racing site described as a major GT3 and GT4 handling overhaul involving vehicle behaviour, Balance of Performance, suspension, gearing, inertia, centre of gravity, turbo behaviour, aero sensitivity, tyre performance, brake heat, and brake duct options. For GT3 and GT4 regulars, 2.1 remains the larger handling reset; 2.2 is mainly the LMDh patch.
VR and triple-screen support move into beta on PC
Version 2.2 also changes how PC players access VR and triple-screen support. Straight4 says both features previously required specific command-line instructions while in an experimental Alpha state. With this update, VR and triple-screen options have moved into Beta and are available by default through the in-game settings menu on PC.
That is a usability improvement rather than a physics change, but it has a direct effect on serious sim setups. Triple-screen users are usually the players most sensitive to cockpit geometry, mirror placement, field of view, and spatial consistency. VR users are even more dependent on stable presentation because performance drops or visual glitches can make a racing sim physically uncomfortable.
Straight4 is still cautious here. The studio says development and optimisation of VR and triple-screen support will continue through the Beta phase. Traxion similarly notes that both modes were previously prone to bugs and that further optimisation and bug fixes are expected. The confirmed improvement is access through the menu. The unconfirmed part is whether your specific headset, GPU, monitor layout, or cockpit configuration now behaves reliably enough for league use.
For console players, the distinction matters. Overtake reports the patch is live across PC, PlayStation 5, and Xbox Series X|S, but Straight4’s VR and triple-screen wording is explicitly about PC. Nothing in the provided official notes indicates those display features are coming to consoles in this update.
How to judge the drive feel after installing Project Motor Racing update 2.2
If you mainly drive LMDh, this is a patch worth retesting from a clean baseline. The Project Motor Racing handling fixes in update 2.2 target the parts of the car that define confidence: brake phase stability, hybrid regen behaviour, throttle response, off-throttle balance, and the aero-speed relationship under braking. Start with default setups before chasing old lap times, especially because Traxion reports revised default ABS and traction control settings for the class.
There is no statement in the provided Version 2.2 notes saying saved LMDh setups are invalid, unlike the official Update 2.1 notes, which warned that saved GT3 and GT4 setups would no longer work as expected after that class rebuild. Still, the breadth of the LMDh changes makes setup carryover risky. Brake bias, regen mode preference, ABS setting, traction control, wing level, and tyre compound choice may all need to be re-evaluated against the new behaviour.
The best test is not a single hot lap. Run a stint at a track where you know the braking references, then watch for three things: whether the car remains stable when trail-braking into medium-speed corners, whether throttle pickup is easier to meter at corner exit, and whether steady pedal inputs produce fewer strange balance changes. If the update has landed as intended, the car should feel less like several systems fighting each other and more like one hybrid prototype with readable limits.
Players who race GT3 or GT4 may find update 2.2 less transformative, since the major rebuild for those classes arrived in 2.1. PC players with VR or triple screens have a separate reason to install and test, because the setup process is now built into the menu. For everyone else, Project Motor Racing update 2.2 is best understood as a targeted physics and usability step, with LMDh improved now and further tuning still openly on the roadmap.
