Here’s why VR development at Codemasters has been taken in-house for EA SPORTS WRC, and why feedback is key to its future updates.
Images: EA
The virtual reality feature for EA SPORTS WRC has been long-awaited. Following numerous graphical performance updates and the addition of Central European Rally, it became among the first significant post-release gameplay features in May.
Certainly, if our comments section was anything to go by, VR support was high on the priority list for several sim rally drivers.
In our hands-on testing, using Pimax Crystal and Pico Neo 3 Link headsets (not on the formal compatibility list), after some juggling of settings, we were able to enjoy the end experience. Some bindings needed to be changed and in-between loading, sometimes the movement became inverted.
Many of you reported a similar experience, and according to the development team, it would like to hear more feedback to help shape potential future changes.
Of note, the feature was released in a ‘beta’ form, affirming that further VR development updates are inbound.
We were recently able to speak very briefly to Matthew Battison, Creative Director at Codemasters, about the implementation of VR for the rally title, which provides some insight into how and why it is a beta – for now.
On previous titles, developers Codemasters worked with an external partner (Climax Studios for Dirt Rally 2.0) for VR support.
This time, however, not only was the team working with Unreal Engine for the first time, but it was also creating virtual reality in-house.
“The decision to develop VR in-house allowed us to ensure that we have full control over the final product,” explained Battison to OverTake.
“We are fortunate to have an exceptionally talented design and code team who understand the nuances of the game and its codebase intricately. So, having these teams work directly on incorporating VR into the game means that they can leverage this deep understanding to create a more coherent and immersive experience.”
Of note, while headset support was always in the plan for this platform – and touted from the earliest of previews – another possible contributing factor to its evolving state is that development for this feature started after the game had shipped, as Battison highlighted:
“VR was always at the forefront of our design plans early on in development for EA SPORTS WRC. We wanted to focus first on the game itself, so we decided to commence full production on VR post-release.
“This allowed us the time to develop, refine, and test the VR experience and launch as a Beta within the first part of the WRC season so our players could help shape it.”
Following the 1.8 update at the end of last month, further tweaking is expected.
While there is no public timeline for when the next VR changes will land, Battison is keen to stress that they are listening:
“We are currently in the process of analyzing the feedback from our players. We are incredibly grateful to the VR community for taking the time to share their insights on what aspects are working well and those that need improvement.
“The feedback we receive is instrumental in shaping our roadmap for the future development of VR within EA SPORTS WRC.”
With that in mind – please, let us know in the comments which features and improvements you would like to see in VR when driving EA SPORTS WRC. EA and Codemasters will hopefully be reading.
Images: EA
The virtual reality feature for EA SPORTS WRC has been long-awaited. Following numerous graphical performance updates and the addition of Central European Rally, it became among the first significant post-release gameplay features in May.
Certainly, if our comments section was anything to go by, VR support was high on the priority list for several sim rally drivers.
In our hands-on testing, using Pimax Crystal and Pico Neo 3 Link headsets (not on the formal compatibility list), after some juggling of settings, we were able to enjoy the end experience. Some bindings needed to be changed and in-between loading, sometimes the movement became inverted.
Many of you reported a similar experience, and according to the development team, it would like to hear more feedback to help shape potential future changes.
Of note, the feature was released in a ‘beta’ form, affirming that further VR development updates are inbound.
We were recently able to speak very briefly to Matthew Battison, Creative Director at Codemasters, about the implementation of VR for the rally title, which provides some insight into how and why it is a beta – for now.
Internal Development Process
On previous titles, developers Codemasters worked with an external partner (Climax Studios for Dirt Rally 2.0) for VR support.
This time, however, not only was the team working with Unreal Engine for the first time, but it was also creating virtual reality in-house.
“The decision to develop VR in-house allowed us to ensure that we have full control over the final product,” explained Battison to OverTake.
“We are fortunate to have an exceptionally talented design and code team who understand the nuances of the game and its codebase intricately. So, having these teams work directly on incorporating VR into the game means that they can leverage this deep understanding to create a more coherent and immersive experience.”
Of note, while headset support was always in the plan for this platform – and touted from the earliest of previews – another possible contributing factor to its evolving state is that development for this feature started after the game had shipped, as Battison highlighted:
“VR was always at the forefront of our design plans early on in development for EA SPORTS WRC. We wanted to focus first on the game itself, so we decided to commence full production on VR post-release.
“This allowed us the time to develop, refine, and test the VR experience and launch as a Beta within the first part of the WRC season so our players could help shape it.”
Your Feedback Requested
Following the 1.8 update at the end of last month, further tweaking is expected.
While there is no public timeline for when the next VR changes will land, Battison is keen to stress that they are listening:
“We are currently in the process of analyzing the feedback from our players. We are incredibly grateful to the VR community for taking the time to share their insights on what aspects are working well and those that need improvement.
“The feedback we receive is instrumental in shaping our roadmap for the future development of VR within EA SPORTS WRC.”
With that in mind – please, let us know in the comments which features and improvements you would like to see in VR when driving EA SPORTS WRC. EA and Codemasters will hopefully be reading.