Games & roadmap

One engine, one adapter per game.

Moverlay 3.0 reads every game through its own adapter and a capability model: each overlay, dashboard and setting is gated to what the connected game can actually provide, so a card never fills with zeros for data a game doesn't have.

Games

Supported

EA SPORTS F1

The first supported game family. Every overlay, both dashboards, the analysis pages and Sound Commands work in every game mode.

  • F1 23
  • F1 24
  • F1 25
  • F1 25 2026 Season Pack
  • Game year resolved from the telemetry itself, including the 2026 Season Pack
  • Car classes handled honestly: F2, classic and generic cars drop what they don't have
  • Restricted online telemetry is shown as a dash, never as a fake zero
  • Spectating and split-screen player two supported
Planned

iRacing

Planned. Moverlay's engine is game-neutral since 3.0.0, so new games arrive as adapters.

  • iRacing (via SimHub)
  • Multi-game engine and capability model shipped in 3.0.0
  • No adapter yet — Moverlay does not read iRacing telemetry today
  • Game-specific tools (tyre strategy, Sound Commands) stay F1-only until a game can feed them
Planned

Assetto Corsa family

Planned: Assetto Corsa Competizione first, then the original Assetto Corsa, each as its own adapter on the same engine.

  • Assetto Corsa Competizione
  • Assetto Corsa
  • One adapter per game family, same overlays
  • No release date yet
How multi-game works

Common overlays everywhere. Game-specific tools where a game can feed them.

For each game the plugin knows which capabilities it can supply: roster, lap timing, world positions, weather, tyres, damage, pit service, cautions, start lights, energy systems, fuel and more. Each one is reported as supported, restricted or unsupported.

12 overlays and dashboards (Track Map, Leaderboard, Relative, Radar, HUD, Inputs and more) are common and drop the controls a game has no data for. The strategy cards, start tools and Sound Commands stay EA F1-only until another game can feed them honestly.

Roadmap

What's next

A condensed view of the plugin's working roadmap. It is a plan, not a promise: order and scope change as work is validated against real sessions.

Next

Designed and queued for the coming releases.

  • OverlaysSector Delta strip and estimated lap time

    Your three sectors against your best and the session best, plus a projected lap time.

  • OverlaysTyre Strategy strip

    Compound-by-stint bars for the whole field on a lap axis.

  • OverlaysPit-stop badges on the tower

    Stationary time and pit-lane time on each car's row as it stops.

  • StrategySafety-car early warning

    Arm the Safety Car Helper a second earlier, from the race-control event itself.

  • StrategyTyre wear that learns across sessions

    Measured wear per lap remembered per track, car class and compound, so a new session starts informed.

  • VoiceSpoken race engineer

    BOX / STAY OUT, push-lap and rain calls spoken to your headset, from the calls the cards already make.

Later

Planned, after the next batch settles.

  • StrategyFuel model and Fuel & Energy tile

    Measured burn, laps to the flag at the current mix and a lift-and-coast hint.

  • StrategyBattle Box and undercut call-outs

    Gap trend, tyre-age difference and an undercut threat when a rival pits.

  • AnalysisRace analysis page

    A per-race archive: lap times, stints, positions per lap, stops and the calls that were made.

  • DashboardsLayout presets

    One button to swap between qualifying, race and broadcast sets of overlays.

  • WebsitePublic laps and leaderboards on moverlay.com

    Opt-in shared laps, pit stops and starts, browsable per game, track and car class. No accounts.

Exploring

Researched, not scheduled.

  • PlatformStandalone Moverlay app

    The same engine without SimHub, for drivers who have no other reason to run it.