
Put your skills to the test in a full driving examination, where an instructor assesses your driving from the passenger seat exactly as they would on the real thing.
Live fault assessment: your driving is continuously evaluated as you go, with faults logged in the moment.
Faults are graded as Minor, Serious or Dangerous, covering everything a real examiner looks for — observation and mirror/blind-spot checks, following distance, speed and signage, clearance around obstacles and parked cars, junctions and crossings, and more.
The instructor can direct you during the test, pulling you up at set points to carry out specific manoeuvres such as pulling over safely at the roadside or performing an emergency stop.
A detailed results screen at the end breaks down every fault you picked up across all categories, so you can see exactly where you went wrong and what to work on.
Major traffic AI overhaul: cars no longer run red lights, use the correct turn lanes, and get stuck in deadlocks and freezes far less often.
Smarter congestion handling — the game no longer removes moving cars in plain sight, and stuck pile-ups now clear themselves up instead of lingering.
Pedestrian crossings feel more lifelike: pedestrians assert their right of way at zebra crossings (and will hurry across if a car doesn't yield), judge gaps based on road width, and no longer get stranded on islands or end up standing on car roofs.
New pedestrians added around San Jose, plus roundabout AI fixes.
Big reliability pass for multi-device sim rigs (e.g. a MOZA base with a separate shifter, pedals and handbrake): the game now correctly works out which device is which, and the Wheel Setup screen shows each device's role next to its name.
Force feedback now always goes to your actual steering wheel on multi-base setups.
Fixed dead shifters and pedals on many wheel configurations caused by bindings being silently dropped.
Automatic repair for wheel setups that had been scrambled by earlier versions — no need to rebind everything from scratch.
Auto-zeroing for handbrakes and pedals that rest at a non-zero position.
Gamepad throttle/brake now respect the vehicle pedal-sensitivity setting, and the clutch is no longer inverted on mBooster pedals.
Manual gear changes in VR via the selector stick, plus smoother PRND selection for automatics.
New VR controller model pack (11 SteamVR controllers supported) and nicer hand-tracked driving hands on Quest 3.
More VR startup and crash fixes, and more reliable VR driving mode.
Polished VR pointers, automatic highlight pulses on interactive controls, and swipe controls that show all available axes at once.
Improved cockpit interaction zones and a wider steering lock-to-lock range.
Stalling is much more forgiving — you'll now only stall if you do something dramatically wrong, like not using the clutch at all.
More realistic following distances in traffic (two-second rule).
First gear is now limited to a realistic top speed.
Cleaner looping horn sound, and DLC / Workshop vehicle updates.
New filmic post-processing (tonemapping, bloom, colour grading and vignette) tied into the graphics presets, with a new Post Effects setting (Off / Basic / Full).
Large San Jose performance and level-of-detail overhaul with measured frame-rate gains, fixing vanishing houses and streetlights and distant-tree popping.
Improved tree and hedge lighting and shadow stability, plus various sky and visual fixes.
Expanded translations with additional keys across all supported languages.