ARTICLE BY ALEXIS MACKLIN

Alexis Macklin is an Analyst with Greenlight Insights covering emerging technology trends at the intersection of VR, AR, and the entertainment industry. Follow her: @Alexis_Macklin.

At GamesBeat Summit 2017, Dean Takahashi sat down with Slightly Mad Studios CCO Rod Chong and AImotive CEO Laszlo Kishonti to discuss their work onProject Cars 2, a popular racing simulator for gaming consoles. The use cases for Project Cars 2 goes beyond gaming and esports into enterprise use cases.

Project Cars is renowned for its overall realistic simulations of driving luxury exotic and racing cars. The team working on the newest title dedicated an extensive amount of time researching and testing the realism with expert drivers. Slotted to be released late 2017, the simulation will aid retail and training.

"Pilots and aviation companies spend $20 million on aviation simulators to train pilots," Kishonti said. "The simulators helped solve 95 percent of crashes."

Kishonti and Chong discussed how racing simulation could help test before drivers are even on the road. This would lead to less time road testing and reduce crashes, saving money.

In the same way, retailers can use Project Cars 2 to sell exotic cars to consumers. Car buyers can test drive the car to get an accurate feel of the car and see how the car responds to different road conditions. This would lead to consumers having more confidence in their purchase decision.

In addition to the nonentertainment use cases, VR adds another level of immersion to fully simulate driving. In addition to a high-end driving rig, VR headsets can actually bring an advantage for esports gamers, Chong said. The VR headsets simulate more precise movement and immersion to where the user can feel the car.

Looking to the future, the realistic programming in the simulator will contribute to training an AI for even better simulations. Analytics will train the AI and this will make simulating cars faster in the future.