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Ride 6 sets February date on Xbox and details its simulation push
Milestone has outlined how it is building Ride 6 and confirmed release timing for Xbox. The studio says the new entry brings the franchise’s largest bike selection to date and a renewed focus on authenticity from licensing to physics. Alongside traditional road racing, off-road riding appears in Ride for the first time. Players will also choose between two physics profiles to match their comfort level. Below – how those pieces come together and when you can play.
Release timing and platform

The game is scheduled for February 12, 2026 on Xbox Series X|S, with early access from February 9, 2026. Milestone shared the dates as part of a development breakdown focused on how bikes are researched, built and tuned.
Key dates and access – Ride 6 (Xbox Series X|S)

Below is a quick reference table with confirmed availability for Xbox players.
How every bike gets into the game

Milestone describes a multi-team pipeline that starts with roster planning and ends with in-engine approval by manufacturers. The goal is to reflect real machines as closely as possible, from visuals to instrumentation.
- Roster and licensing – Game designers compile returning and new models; the licensing team secures manufacturer approvals.
- Physics pre-work – Specs such as weight, power and cylinder layout are analyzed early to estimate required tuning.
- Data gathering – Modern bikes use manufacturer CAD files; older models are recreated via high-precision 3D scans, extensive photos and video. Bikes may be sprayed with opaque paint to improve scan fidelity.
- Community support – Dealers and riders help source rare or discontinued machines for reference and scanning.
- Detail capture – The team records specifics like headlight color temperature and speedometer behavior, and consults user manuals. Dedicated sessions are held for bike audio recording.

From scan to screen – art, approval and performance
The Art team builds high‑poly 3D models with detailed textures to match real materials and components. Once ready, bikes go back through the reference pipeline for in‑engine manufacturer checks and approval.

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To keep frame rates stable, Ride 6 uses a LOD system – high-detail models appear near the camera and automatically step down in detail at distance. This scalability is crucial for complex machines with heavy polygon counts, such as modern maxi‑enduro bikes. After that, the Physics and Gameplay teams tune handling so bikes feel authentic yet remain manageable on a gamepad.
Simulation targets – and a first for off-road

Developers emphasize deeper fidelity over previous entries. Tuning spans center of gravity, braking force, cornering limits, top speed and suspension behavior, using real measurements and calculations.
Off-road riding debuts in the series, requiring adjustments across the physics model: surface grip differences, dedicated tires, throttle‑brake balance and revised rider animations. The aim is a realistic response to terrain while maintaining approachable control.
Two physics profiles for different players
- Pro experience – The most detailed simulation in the series, updated for Ride 6, intended for players who want to be pushed on track.
- Arcade experience – A simplified handling model that stays grounded in realism – you still need to balance inputs and read the surface – but with more intuitive control.
Bottom line – what it means for players
Ride 6 targets breadth and depth – a larger garage, a fuller simulation model and the series’ first off‑road riding, all tuned for both purists and newcomers. With dates set on Xbox Series X|S, there is a clear path to hands‑on time in early 2026.
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