Rubber Line — Track Evolution System

In real Formula 1, the track surface changes throughout a race weekend. As cars lap the circuit, their tires deposit rubber onto the asphalt, creating a dark “racing line” — the fastest path through each corner. The Undercut simulates this with a two-part system: a visual rubber line (what you see) and a track evolution model (what affects the cars).


The Visual Layer

How the dark line appears on screen

The track surface is rendered as a textured mesh — thousands of triangles covering the road. Each vertex has a brightness value baked into it, ranging from white (clean asphalt) to dark gray (rubber-laid).

Two factors control how dark a given point on the track is:

1. Lateral distance from the racing line — The closer a point is to the optimal driving path, the darker it gets. This uses a Gaussian falloff curve:

darkening = e^(-distance^2 * 4)

At the racing line itself (distance = 0), this equals 1.0 — full effect. One car-width away, it drops to ~0.37. Two car-widths away, barely visible at ~0.02. This creates the natural-looking “tire tracks” pattern you see on real circuits.

2. Zone type (braking, cornering, acceleration) — Not all parts of the track rubber up equally:

ZoneRubber intensityWhy
Braking85%Heavy tire load, wheels near lock-up
Cornering/Lifting55%Moderate lateral forces
Acceleration25%Less scrub, tires mostly rolling

These values are smoothed over ~40 track indices (~20 meters) to avoid sharp transitions between zones. Braking zones before heavy corners get the darkest rubber buildup, exactly like real F1 circuits.

The final vertex color combines both factors:

rubber = zone_intensity * lateral_falloff * rubber_level
brightness = 255 - rubber * darken_amount

The Undercut - Rubber line visible on track surface showing darkened racing line

Live rubber level slider

The rubber_level parameter (0.0 = clean, 1.0 = max rubber) controls the overall intensity. At the start of a qualifying session, the track might be at 0.15 (barely visible racing line). By the end of the race, it’s at 0.8+ (prominent dark band).

The asphalt meshes are rebuilt whenever the rubber level changes by more than 1% — this is the visual sync between the simulation and the rendering.


The Simulation Layer

How rubber buildup affects car performance

The sim tracks rubber evolution using TrackState, a simple model driven by total car-laps completed on the surface:

rubber = 1.0 - (1.0 - initial) * e^(-rate * car_laps)

With the default evolution rate of 0.003 and 24 cars:

  • After 1 lap (24 car-laps): rubber ~ 0.22
  • After 10 laps (240 car-laps): rubber ~ 0.59
  • After 30 laps (720 car-laps): rubber ~ 0.89

This exponential curve means the track improves quickly at first then plateaus — matching real F1 behavior where the biggest gains happen in the first few laps.

Three performance effects

A green track hurts you in three ways:

Grip penalty — Up to 2% speed loss on a completely green track. This hits hardest in corners (100% effect), moderately under braking (70%), barely on straights (20%). As rubber builds up, this penalty fades.

Tire wear — Up to 25% extra tire degradation on a green surface. Cars slide more on a slippery track, which scrubs the tires faster. This is why the first stint of a race often produces the highest wear rates.

Tire temperature — Up to 5°C lower tire temperature targets. Less rubber means less energy transfer into the tires, making it harder to reach the optimal temperature window. Cold tires = less grip = more sliding = more wear — a compounding problem.

Session continuity

Track rubber carries between sessions:

  • Qualifying starts with 10-30% rubber (green weekend track)
  • By the end of qualifying, it might reach 35-50%
  • The race starts where qualifying left off and continues building
  • This means pole position qualifying at the end of Q3 benefits from a more rubbered track than early Q1 laps

What it means for gameplay

  1. Practice matters — The practice session builds rubber on the track. Cars that run more laps in practice contribute to better grip for everyone in qualifying.

  2. Early laps are tricky — The first laps of qualifying and the race start are on the most slippery surface. This is when mistakes are most likely and tire management is most critical.

  3. Track position compounds — Cars running on the racing line deposit more rubber, making that line faster, which rewards cars already following the optimal path. Off-line overtakes are harder because the surface is less rubbered.

  4. Strategy window — On a green track, hard tires struggle more (they’re already slower to warm up). This can make qualifying compound choice more interesting — soft tires get up to temperature faster on a green track.