The UCI unexpectedly reveals its plans for a cycling esports multi-platform calendar and hardware, performance, and technology standardization.
“For your information, the UCI is currently working on establishing an international calendar and a ranking system for cycling esports and hope to welcome new events in the future.”
The opening trio of words in the UCI’s statement speaks volumes. As the global governing body for all forms of cycling, the UCI exercises caution and intent in its public communications, underlining the significance of its statements with deliberate purpose.
Several virtual cycling platforms confirm initial conversations with the UCI regarding an international calendar and its implications, including Zwift, adding, “It’s a topic we’ve discussed previously. We’re in alignment on the principle but can’t comment until more is known.”
The UCI released the unsolicited statement in reply to a query about the Taiwanese virtual cycling platform WhiizU’s use of UCI branding for their upcoming Cycling Esports Asian Championship.
”We confirm that the event you are referring to has not been certified by the UCI, and we are currently in contact with the organizing party about this matter.”
WhiizU’s unauthorized use of UCI-licensed media triggered the UCI’s response, highlighting the need for tighter regulation and the move toward an International Calendar of UCI-Sanctioned Esports Events, fueling speculation of the organization’s vision.
A Three-Tiered Approach
Authoritative voices in the field boldly assert that no existing, publicly used virtual cycling platform meets the technological standards for fair and competitive sport. To fulfill the technical requirements and bring the sport to the next level will require a commitment on behalf of the hardware and software companies in coordination with universal governance.
One: Hardware
The first box to check is hardware. To uphold the credibility of cycling esports, a baseline standard for equipment must be established—a UCI-approved list of units that meet specific accuracy and precision criteria. Accuracy ensures fair comparison between racers, while precision allows consistent performance tracking over time.
It is a simplified overview of the intricate relationship between hardware companies and the UCI, aimed at identifying equipment that can reliably produce comparable power data across various units and over multiple competitions across platforms.
The expert team at Purdue University’s College of Engineering | Ray Ewry Sports Engineering Center is developing a trainer homologation protocol. Their system uses a motor instead of an athlete to input known power to the trainer. This motor connects to highly precise torque and rotational measurement sensors.
Capable of generating more power than any athlete, the motor allows for a comprehensive range of power testing. This setup yields data on the accuracy of various trainers in different racing scenarios, one example of the innovation enabling organizations like the UCI to make informed decisions for fair competition and standardization across models and manufacturers.
Two: Performance Verification
The next step involves performance verification . All platforms will adopt a dual-recorded data collection standard and rigorous performance verification protocols approved by the UCI. Athlete performance data from multiple platforms would feed into a centralized database.
A neutral third party, similar to WADA, reviews the data and compares it against a baseline “Digital Passport” of historical data. Additionally, the platform must guarantee security and be impervious to unauthorized access from third-party applications.
Three: The Platforms
The keystone piece to the puzzle places emphasis on the platform. To receive the UCI’s endorsement to host sanctioned cycling esports events, the cycling esports platform must be universally accessible. Its gameplay must also adhere to standards of accuracy and precision with minimal errors.
A platform’s architecture and data protocols could face changes due to the UCI’s potential proposals. For instance, the 2023 Olympic Esports Series experienced multiple “photo finish” scenarios that raised questions about the accuracy of the game’s visuals.
During the event, broadcasters and the live audience saw different outcomes compared to the final standings on the back end. This discrepancy caught the UCI’s attention.
The UCI stated, “There are, of course, still areas of improvement, one example being finish line imagery. All parties involved in the event are constantly working on identifying improvements as this new discipline evolves. The UCI engages with platform providers and all other concerned stakeholders to ensure that full support is provided for this new discipline and that fair and credible racing is guaranteed for all athletes.”
The UCI’s statement hints at the need for precise game visuals, which depend on a balance between client-side and server-side structures. The server-side maintains a consistent game state for all connected players in multiplayer games.
However, achieving this consistency can be challenging on the client-side due to network latency. Players might simultaneously see different versions of the game world, leading to confusion or perceived unfairness. Such inconsistencies can disrupt gameplay and harm the player experience. Therefore, synchronizing the game state across all clients is crucial in multiplayer game development.
Broadcast capabilities, event management, and governance will also come into play.
World Tour Points and Ranking System
Once the necessary components are in place, cycling esports athletes can compete fairly, knowing that their performances across various platforms are accurate and precise, aligning with UCI standards.
Data from an athlete’s performance on multiple platforms will funnel into a centralized database. From there, the UCI will use a specialized points and ranking algorithm for cycling esports to determine various classifications, such as individual, national, UCI “Esports” WorldTour, and Continental rankings.
Threat or Opportunity For Cycling Esports?
Until now, platforms and hardware companies have been the trendsetters in the fast-growing cycling esports landscape. Market share has set the benchmark, and major players have been shaping industry standards.
However, to gain UCI endorsement to host sanctioned events, platforms will need to make tough decisions and give up some level of autonomous control over race-specific elements. It will necessitate a shift in philosophy, as well as resource and asset re-allocation.
For instance, a platform relying on client-side architecture might need to create a specialized game engine or racing app to host UCI-approved events. Hardware companies will likely invest heavily in research, development, and innovation.
Standardization will highlight each platform’s weaknesses, but compliance will earn the UCI’s endorsement and the trust of the user base.
The UCI’s growing involvement in virtual cycling, exemplified by its partnership with MyWhoosh for the 2024-26 Cycling Esports World Championships, indicates that the industry is no longer a one-player game. This partnership alone has sparked numerous questions within the community and introduced a genuine competitor to other major platforms.
Platforms like indieVelo, built from the ground up for esports, will have a competitive advantage.
On the other hand, a platform could choose to go the route of EA Sports in its dispute with FIFA and erase the international governing organization name from its popular game.
It will be up to the company to weigh the threats against the opportunities.
Implementation and Timeline
For the greater good of the sport and all stakeholders, particularly the athletes, the development of sanctioned racing will be a multi-phase, collaborative effort. No single manufacturer or company will set the terms, and the standards will be inclusive and achievable for all.
The UCI appreciates its mutually beneficial relationship with platforms, hardware companies, and athletes. It recognizes the importance of advancing together to prevent conflicts and enable smooth, impactful change.
While discussions are in the early stages, transformative change is a long-term process. The UCI is already looking ahead to the LA 2028 games.
Cycling esports athletes, fans, and enthusiasts must remember that speculation isn’t the same as fact, and many assumptions were made. Moreso, situations evolve over time.
In an interview with Anna Giesler, Michael Rogers, the Innovation Manager at the UCI, clarified the organization’s focus. He stated, “The future of virtual cycling, and the credibility of virtual cycling, is set on the foundation of fair competition. If people feel that they are not being part of something fair, then I think it is really hard for that sport to grow.” Rogers emphasizes that the growth and credibility of virtual cycling hinge on ensuring fair competition.
Cycling esports needs healthy competition, standardization, and positive change to elevate it to the level worthy of “new sport” status. An International Calendar and Ranking System for Cycling Esports is a meaningful next step.
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Semi-retired after more than 20 years as the owner and director of a private Orthopedic Physical Therapy practice, Chris now enjoys the freedom to dedicate himself to his passions—virtual cycling and writing.
Driven to give back to the sport that has enriched his life with countless experiences and relationships, he founded a non-profit organization, TheDIRTDadFund. In the summer of 2022, he rode 3,900 miles from San Francisco to his “Gain Cave” on Long Island, New York, raising support for his charity.
His passion for cycling shines through in his writing, which has been featured in prominent publications like Cycling Weekly, Cycling News, road.cc, Zwift Insider, Endurance.biz, and Bicycling. In 2024, he was on-site in Abu Dhabi, covering the first live, in-person UCI Cycling Esports World Championship.
His contributions to cycling esports have not gone unnoticed, with his work cited in multiple research papers exploring this evolving discipline. He sits alongside esteemed esports scientists as a member of the Virtual Sports Research Network and contributes to groundbreaking research exploring the new frontier of virtual physical sport. Chris co-hosts The Virtual Velo Podcast, too.
