Graphically, Pro Cycling Manager improves with each version, a true challenge for Cyanide Studio. This year marks a new, detailed lighting and shadowing system. The routes, vegetation, and mountains have been updated to more closely match the various geographical typologies encountered along the actual races. Add to that the improvements made to the 3D objects (spectators, bikes, cars, etc.), and the result has never been so beautiful and realistic. Although the studios constraints are sizable, the playable real-time stages are in fact produced on about a 1/10 scale and present an area of up to 400 km² for some stages, compared to the World of Warcraft world of "only" 200 km², which uses streaming to load the different areas of the game.
Cyanide made the technical decision to allow the player to pass from one racer to another in real time, as on a televised broadcast, no matter how much distance is between them. We then instantaneously go to a group of racers breaking away from the stragglers, who may be located tens of kilometres from there (consequently, with very different landscape, racers, and environment textures). This strengthens the players immersion and makes it easier to make strategic decisions during a race. However, this drains the system resources incredibly, particularly for any stage including 200 racers, more than 20 different teams, special jerseys, 40,000 (animated 3D) spectators, and roughly 2 million trees, requiring Cyandide to be truly creative to be able to reconcile this technical challenge with the graphics.