Push-to-pass
Concept

Push-to-pass

section:concept
Push-to-pass is a mechanism fitted to a race car that allows the driver to temporarily increase engine power by pressing a button, typically mounted on the steering wheel. The system is designed to facilitate overtaking and increase racing spectacle, and has been adopted by multiple open-wheel and touring car series since the 2000s.

The power increase enabled by push-to-pass can be achieved through several different methods depending on the series and the era. In some applications, the system simply opens a higher engine map or increases boost pressure. In hybrid-equipped machinery, it can release energy stored in an additional battery. Across all forms of motorsport, nitrous oxide as a power-boosting agent is prohibited in every discipline except drag racing.

The key design principle is that the extra power is time-limited and metered. Series set a total allocation of boost time available per race, a maximum duration per activation, and sometimes a minimum gap between uses. This forces drivers to treat the resource tactically โ€” deciding when to attack, when to defend, and whether to bank the boost for late in the race.

The IndyCar Series introduced push-to-pass for all non-oval events, where it is sometimes called the overtake button. Drivers receive between 150 and 200 seconds of extra power per race and may activate the system for up to 20 seconds at a time, providing a minimum of ten power deliveries across the event. On oval circuits the system is not deployed, as the slipstream effect and the nature of banked-corner racing already create sufficient pass opportunities.

Drivers are free to use the allocation in any situation, not exclusively when attempting to overtake. A driver defending a position may press the button to pull clear of a challenger, and a driver on a fresh set of tyres may use it to extend a gap during an undercut or overcut strategy. The flexibility of permitted use makes the tool relevant across the full tactical range of a road-course event.

The earlier Champ Car World Series, which was IndyCar's rival open-wheel series in North America before the two merged in 2008, also ran a push-to-pass system, making the concept familiar to American open-wheel audiences from the mid-2000s onward.

Several other racing championships have adopted comparable systems. The A1 Grand Prix series branded its version PowerBoost. The Audi Sport TT Cup introduced push-to-pass from 2015. The Deutsche Tourenwagen Masters (DTM) followed in 2019.

Super Formula, Japan's premier single-seater series, introduced its version as the Overtake System (OTS) beginning in the 2021 season. Each driver receives up to 200 seconds of OTS per race, with individual activations capped at 20 seconds and a mandatory cooldown of at least 100 seconds between uses. Formula Regional European Championship added a push-to-pass system from 2022, with five presses per race allowed and a maximum of 15 seconds of extra power per activation; unused allocations reset if the race is red-flagged and restarted.

Formula E has explored related ideas with a different philosophy. In its early seasons, Fanboost allowed fans to vote via social media to give a chosen driver an extra power burst โ€” this fan-interactive mechanic was eventually removed before the 2022โ€“23 season. Formula E also uses Attack Mode, where drivers gain extra power by voluntarily driving through an off-line zone of the circuit, trading track position for the boost.

Formula 1 does not use a push-to-pass button in the same sense, but two systems serve partially analogous roles. The Kinetic Energy Recovery System (KERS) harvests energy under braking and returns it as a power boost that the driver can deploy via a button. The Drag Reduction System (DRS) improves straight-line speed by opening a flap in the rear wing to reduce drag; its use in races is restricted to designated zones and only when the chasing driver is within one second of the car ahead.

Push-to-pass systems add a strategic dimension to race engineering that extends beyond the mechanical. Teams must model how opponents are likely to use their own allocations, whether to respond to a defend or absorb the position loss and attack later, and how the timing of a boost use interacts with tyre degradation and fuel weight. In simulation software and racing games, push-to-pass mechanics are reproduced to reflect this decision-layer, with drivers managing a live counter of remaining boost seconds alongside the standard suite of car data.

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