BattleDirector is an automated broadcast director for sim racing. It reads live telemetry to find the best battles, directs the cameras, and commentates live, without human interaction.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The Early Access period will allow us to refine our virtual safety car, virtual yellow flag, and virtual formation lap features, which really require live user-run sessions to get right. Additionally, we hope, through Early Access, to get detailed feedback and bug reports on edge cases so that we can battle-harden (pun intended) everything for a full release. We want to continue to improve cross-event and cross-season commentary, which can only meaningfully come from live users. ”

Approximately how long will this game be in Early Access?

“We are hoping to get more active testers via the Early Access period, and plan to remain in Early Access for 6 months to 1 year.”

How is the full version planned to differ from the Early Access version?

“We plan to use the Early Access period to gather real-world racing data across a wide range of race situations, then use that data to expand and refine nearly every part of the commentary system. Specifically, we plan to:

- Expand commentary variety and coverage. Add new commentary types (strategy calls, pit sequences, weather/track-condition narration, post-incident recaps) and broaden the range of moments the system recognizes and reacts to, so races feel less repetitive over longer sessions.
- Refine battle and incident detection. Improve how the system identifies and prioritizes on-track battles, lead changes, and race-defining moments, with the goal of surfacing the most relevant action more consistently rather than generic play-by-play.
- Improve replay and camera-driven commentary. Continue tuning how commentary responds to what the broadcast camera is actually showing, including better handling of replays, multi-car incidents, and off-screen events worth calling out.
- Add a manual "race director" mode. We plan to offer an optional mode where the user directly selects camera cuts and focus, without active AI commentary, for players who want manual broadcast control rather than the automated commentator experience.
- Grow driver and team knowledge. Add more depth to how the system talks about drivers, teams, and season context, so commentary sounds less like a template and more like it understands the race story.
- Expand compatibility and content. We plan to broaden support for additional cars, tracks, and race formats, and evaluate support for additional racing sims beyond what's available at Early Access launch.
- Polish audio, voice, and delivery. Improve pacing, tone variation, and overall delivery quality based on player feedback during Early Access.
- Improve stability and performance. Address edge cases, performance issues, and reliability problems that surface from broader real-world usage.

The Early Access version already includes the core commentary engine, live battle narration, and camera-aware commentary. The full version is intended to build on that foundation with significantly more content, smarter detection, a more natural and varied commentator, and additional ways to control the broadcast, informed directly by data and feedback gathered during Early Access.”

What is the current state of the Early Access version?

“The Early Access version includes:
* Live commentary across a number of different racing situations (passes, qualifying, race intro and outro, weather, etc)
* Multi-class racing support (Distinguishing between different on-track racing classes and commenting appropriately)
* Instant replay capability for detected incidents (passes, crashes, etc)
* An event history database, which is used to fuel cross-event specific commentary
* rFactor 2 support, with LeMans Ultimate and iRacing in early development”

Will the game be priced differently during and after Early Access?

“Pricing will be the same during Early Access and after Early Access.”

How are you planning on involving the Community in your development process?

“Early Access participants are welcome to join the Discord to share their experiences, streams, make feature requests, report bugs, and more.”
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About This Game

Every grid deserves a pro broadcast.

BattleDirector is an automated broadcast director for sim racing. It reads live telemetry, works out which car is worth showing right now, picks the camera, and commentates the action out loud, so your league race gets covered properly without anyone sitting in an observer seat all evening.

Start it before the session, join your server as a spectator on the broadcast PC, and leave it. It handles the formation lap, directs the race, cuts faster in the closing laps, and walks through the top three after the flag — the whole session, not just the racing in the middle of it.

Not another auto-camera

iRacing has an auto camera. A few plugins exist for rFactor 2. Le Mans Ultimate has nothing at all. None of them tell you what they're choosing or why — the camera cuts, and you either liked it or you didn't.

BattleDirector shows its working. Every cut comes with the reason it was made — "battle (0.91s), 5-car pack, class needs coverage" — alongside a live interest score for every car on track. And it's the only one of the three that commentates.

Key Features

  • Battle-aware camera direction: tracks gap changes in real time, weights podium fights over midfield ones, catches spins and offs, and forces trackside coverage when three or more cars are racing side by side

  • Live commentary: 67 event types across 13 categories, called reactively as they happen rather than a monologue. Class-aware in multi-class fields, so it says "takes the lead in Hypercar," not just "takes the lead"

  • Full session coverage: an F1-style grid walk on the formation lap, qualifying results read out, and a finisher walkthrough after the checkered flag

  • Multi-class racing: only matches cars in the same class against each other, and tracks screen time per class so the top class doesn't eat all the coverage

  • Race control(early preview): a Virtual Formation Lap and a safety-car analog that can trigger automatically when it detects a cluster of incidents

  • Instant replays: detects incidents and rolls a replay of the moments before it happened, held until a live battle calms down so you never cut away from the action to show it

  • Championship-aware: point BattleDirector at your rFactor 2 Log Analyzer standings and it folds them into commentary, including recognizing when an on-track pass matters to the title fight

  • Deep configurability: scoring weights, dwell times, onboard-camera probability, battle thresholds, replay timing, and which commentary events fire are all adjustable from a settings panel

  • Bring your own voice: commentary runs on a bundled voice engine with eight voices at no extra cost, and supports voice cloning from a reference clip. ElevenLabs is supported too, with your own API key

  • Discord race control: a bot joins your drivers' voice channel and reads formation lap, Code XX, and green-flag calls live, separately from the full broadcast commentary

Fits the setup you already have

BattleDirector runs on the machine you're already spectating and streaming from — not the server, not any driver's rig. It drives the game's cameras, not your capture software, so OBS (or whatever you're running) keeps working exactly as it does today. Your existing overlays are untouched.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

All code was developed using generative AI. There is an optional roadmap item for using generative AI on demand for commentary. The commentary comes from the use of generative AI.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: 10, 11
    Recommended:
    • Requires a 64-bit processor and operating system
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