You are miles ahead in a racing game, then the computer cars suddenly catch up. Or you crash, and the pack somehow waits for you. That feeling has a name: rubber banding. The cars behave as if they were tied to you with an elastic band.
Rubber banding is a rule that changes the computer drivers' speed based on how far apart you are. If you are far ahead, they get a little faster. If you are far behind, they get a little slower. The gap keeps snapping back toward "close", like a stretched elastic band.
It is one of the best-known kinds of dynamic difficulty: the game quietly adjusts to how you are doing instead of using one fixed difficulty for the whole race. Many racing games use some form of it. The exact rules differ from game to game and are usually not published, so treat everything here as a simple model, not a description of any one game.
A race with no catch-up has a boring shape. If you are better than the computer, you win by a mile and the last minute is a drive on an empty road. If you are worse, you lose by a mile and never see another car. Catch-up keeps the cars within sight of each other, so the race stays tense until the end.
The cost is that it can feel unfair. A perfect lap is not rewarded as much, and a mistake is not punished as much. That is the trade-off you can feel in the demo below.
With the band at 0%, the computer car drives at one steady speed. If you are even a little better, the gap only grows. Now raise the strength. The computer car starts to chase you when it falls behind, and the line on the chart gets pulled back toward zero. At high strength the gap is squeezed into a thin sliver, however well you drive.
Notice what it does to skill. With a big band, a driver who is 25% faster and a driver who is 5% faster both finish with only a small gap, so the race looks the same. That is the point of the design, and also why some players dislike it.
Players complain about rubber banding for two reasons. The first is that the computer cars sometimes seem to ignore the rules, for example speeding up past the speed you could manage, or never crashing when you are close to them. The second is that it makes a clean lead feel pointless. If you drove the perfect lap, you wanted a gap, not a gift.
Some games soften the effect. They may only help the computer car a little, or only when the gap is large, or they give a human-style boost that you can also use, such as a boost item for the player in last place. Others offer a difficulty or "assist" setting, or a mode with no catch-up at all, usually for time trials or competitive play.
You cannot always tell from the box whether a racing or sports game uses catch-up. A few signs help:
Settings and menu names. Look for words like "catch-up", "dynamic difficulty", "assists" or "adaptive AI". If it can be turned off, turning it off gives a purer race.
Your lead never lasts. If you drive a perfect lap and the computer is on your bumper again within seconds, that is a strong hint.
Time trials and online races. Computer catch-up only applies to computer drivers, so racing against other people online is a good test of your real pace (a game can still add its own boost items).
If rubber banding bothers you, try a lower difficulty or a different mode, and compare how the race feels. Neither version is "right": it depends whether you want a close race or a fair test of skill.