EA SPORTS WRC “Incredibly Grateful” For VR Feedback As Work Continues

EA SPORTS WRC “Incredibly Grateful” For VR Feedback As Work Continues.jpg
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.


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.”

EA SPORTS WRC VR Gameplay 02.jpg


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.
About author
Thomas Harrison-Lord
A freelance sim racing, motorsport and automotive journalist. Credits include Autosport Magazine, Motorsport.com, RaceDepartment, OverTake, Traxion and TheSixthAxis.

Comments

While I've heard a fair bit of criticism over the VR implementation in WRC, and while some might even see the request for feedback a bit irksome as I'd imagine people would generally like VR to simply work flawlessly out of the box and done so without a request to essentially become beta testers for a non-early access / fully released title, I still commend the approach of wanting to do something yourself in order to learn and benefit from the extra creative freedom available due to going the extra mile, and it seems that this approach is already providing some innovative changes...

From what I've heard, although WRC has a very unconventional method of how and when VR is initiated, this process that apparently features a statically placed desktop / menu does have some unique and beneficial qualities to some people, in particular content creators or for people simply wanting to document settings for personal use / reference in a more functional format. As the headset output is presented in typical VR form then I can't see changes to the mirrored display being anything other than a step in the right direction as you'll either be better off or just no worse off. Granted that feature could well only really appeal to a minority of people, but again as there's no downside there's reason to not make that change.

As for any other creative choices in VR's implementation, there's definitely some unique opportunities that are inherently available due to that format such as making a customised 180 (or even 360) degrees backdrops to the otherwise static menus, including 3D animations / transitions that could be racing / rallying themed. The loading screens could feature a full 3D VR presentation of the upcoming stage, maybe using a drone-like literal overview of the stage. You could have some VR B-roll of the country you're about to race in for a pre-stage build-up so as to make each location change feel more unique, authentic & realistic. You could do a GT style option of being able to walk around a virtual showroom looking over different rallying cars from all eras, and obviously sit in them and have a look around (I personally find that kind of stuff really interesting as it's a great insight to what you'd otherwise probably never see yourself, and it's a great change of pace & place to hang out).

Obviously though, the core VR rallying experience is simply being sat in a rally car and going rallying. To myself, the 2 essential elements and caveats for that would be...

1) The racing experience needs to be completely flawless - anything that negatively affects gameplay / times, no matter how small is completely unacceptable.

2) There can't be anything that would cause VR sickness or any unexpected / unnatural behaviour (i.e. the inverted motion issue) which would need fixing asap (in my example I presume would either require to directly correct the inversion issue or indirectly fix it by reinverting it so it's normal again).

Both of those elements are essentials not only for a pleasurable experience but because so many people have issues with VR, either with a physical intolerance and / or psychological ones too. You can't convince people to adopt a flawed system, especially when so many people are already convinced of the benefits of how they normally race, and extra especially when people more-often-than-not are dissuaded by negatives than persuaded by positives.

I'm very curious about WRC in VR on a technical level because it's so unique due to it's general implementation, the intent to do something different, its unconventional use of OpenXR as standard, and the very curious official VR headset support (as my Reverb G2 isn't on that list). I'm also wanting to get my hands on it because according to my exchanges on Facebook groups I have an unconventional (or unpopular) approach to how I run VR - I have to run with full lens barrel distortion compensation and chose motion smoothing / reprojection, all very finely tuned / optimised with extensive system monitoring while pushing higher graphics settings than those who push for very high native Hz instead.

I've seen people put down ACC's VR by saying it's too demanding (especially on Nordschleife) and that UE4 isn't suitable for VR but that title performs and looks absolutely fine to me and on my 3090 based system. I've also seen so many comments that F1 23 is unplayable in VR yet I play it just fine every real race weekend because thanks to my analytical approach I know what causes the jerkiness and how to avoid that. People claim that WRC has to be run using potato graphics for it to be playable but I'm confident that with the same methodical approach I can get a decent (enough) result out of the title.

That all said, I've not bought WRC as VR is very important to me and I'm personally not willing to pay full price for a partially implemented and currently flawed VR system that is requiring volunteer beta testers to help get it on par with most other VR titles. If EA want to send me a Steam key then I'll gladly test the heck out of it and report back ;)
 
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In as few words as possible, it seems that at the moment, regardless of headset and CPU/GPU, you have to pick between one or more evils: aliasing, shimmer, blurriness, or poor performance.... but regardless of which you reluctantly accept, there is an issue with stutter, which seems to stem from a shader compilation issue. There's also a lot of talk about how using deferred rending in the Unreal Engine was a huge mistake. This post explains it very well, and there's a video too: https://answers.ea.com/t5/Technical...d-rendering-is-the-wrong-choice/td-p/13711796
 
Tried it a moment ago and the VR is absolutely ABYSMAL. Performance is just pure trash and it looks awful while also running awful. Meanwhile DR2 in VR is beautiful and runs like a dream. Shame really.
This is the only good and honest video about the VR "quality".
 
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WRC has the worst native VR implementation in sim racing history by some extent.
That should have been the article of this article.

It's absolutely horrible. I cannot even get stable fps at 50% of the resolution of that I run DR2 with in Ultra settings and the visuals of WRC are worse than a playstation 2.

This while I have a 4090 / Crystal and I tried every single tweak out there. It's a waste of time. It runs even much worse than ACC, F1 22/23, BeamNG. It's completely unusable.

Edit: "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."

What improvements ?! Is that even a serious question? They need to make it usable first. Good performance without any stutters at a resolution that's comparable to other sims performance wise and good visuals with MSAA anti aliasing without TAA artifacts and blur of course. It's simply unusable now. In your video you tell that you run this in 50 fps. 50 fps ?! VR needs 90fps/hz locked and that should be possible with a 4090, but it isn't ! Not even at 50% of the resolution that I normally run. They shouldn't have released it in this state.
 
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The vr in this game is garbage, this is my feedback. This game needs a rewrite if it is to come anywhere near being playable in VR. If anyone says anything different then clearly there are some back handers happening. I should not have to sit there tweaking settings to get a track to load. EA sees VR as nothing more than an add-on. I bet you any money EA has already got the team working on WRC 2025. VR is not an add-on or a hud mod to be downloaded off the internet and installed. The game needs to be built with vr as the first item. To that note Sim racing games are lazy when it comes to VR. They add a little head tracking and thing this is enough. They need to think about control in the when menus. There should be hand tracking in the game so we don't have to use the keyboard to type our name or navigate the menus.
 
Totally disappointed with the title since it's been released, the graphics engine doesn't shine at all in terms of detail of the elements on the screen, I think it's the way Codemasters implemented UE (which isn't even UE 5 but 4 I think).
Also couldn't get along with the physics engine and cars rotating as they were pinned in the middle.
Considering how the engine is heavy and unoptimized on WRC and looking mushy at best even with maximum setting enabled, I don't expect anything good from VR on this game.
I haven't tried it but usually VR to look good if compared to a normal monitor counterpart, it has to be pushed further in terms of rendering resolution and detail.
 
I think this is meant to be a live service game isn't it? Where EA's WRC 2 comes out in 2028?

Even without VR the reviews aren't great enough for me to jump into it... Yet RBR gets solid reviews from it's updates...
 
They have different definition of beta then me. Thats for sure. Beta need some peices working and near the end. This is not even a prototype. So. Would it be normal to say bad word in this comment just because i am a beta person :). We all like to help them with feedback. Where to start? For me, i almost abandon
 
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There should be hand tracking in the game so we don't have to use the keyboard to type our name or navigate the menus.

Even most PCVR games dont have hand-tracking, hell, even native Quest 2 versions dont have them, and you expect EA from adding this? Wow, you have high hopes.
 
Premium
The feedback is they prioritised shortcuts over quality and the result is a subpar title and a devaluing of the series.

This poor planning and decision making is evident not only in regard to quality of content, lack of functions and features, But in their choice of a game engine.

The poor user experience, ongoing discounted price and lack of players is the end result.

So far I've refunded this piece of crap twice.

They might as well give up, They aren't even managing to put polish on the turd, its just more turd.
 
I refunded DR2 3 times and EA WRC once, but playing EA WRC in triples for now. I will wait and pray that someday they can get VR to work.....at least decent enough to not go half blind when you use your headset!
DR2 has forward rendering and MSAA. WRC has deferred rendering and TAA. There is, sadly enough, because of these reasons no hope for WRC and VR. I gave up on it. DR2+OpenXR toolkit+eye accomodation fix is good as it gets for rally these days.
 
Greetings. Still tinkering with the VR update but i am enjoying it. Thank you for your support
Quest 3 link cable
AMD 6900xt
i7 8700k
win 10

If you could get the game more playable on lower refresh rates, that could help a bit. At the moment, anything under 120hz makes the steering wheel in the car look juddery when you move it around.

Fixing this issue could go a long way in making the game feel smooth for VR players. KInd of strange i don't see many people talking about this, it was an issue in Dirt Rally 2 VR. Its not as bad as it was in DR2, in EA WRC windshield wiper animations are smooth at any refresh rate, DR 2 was bad at lower refresh rates.

We have tons tons of comments on the over exposure or brightness of the picture. This is fixable with ini edits mostly but some more in game adjustments for tuning could help with that.

Seems like the game is very heavy on Vram.
Also VR must be smooth.... I'm fine with mostly smooth but thats just me. I see many variations in FPS from beginning of a stage to the end of one.

Thats about all i have for now. Let us know what you need, logs, whatever. Have a good one and thanks again.

Sorry about the horrible reactions from the community. I hope this does not deter you and your motivation to make this great.
 
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well the solution is to hire developers who are at the same time gamers as well....if you are the type who says ...ahhhh look it works you failed to deliver the end product which is not the game but the experience first of all,especially in vr.
 
many are giving opinions they haven't played WRC. I play it constantly and I really liked the physics, sound and graphics. In VR it is satisfactory.
 
While I've heard a fair bit of criticism over the VR implementation in WRC, and while some might even see the request for feedback a bit irksome as I'd imagine people would generally like VR to simply work flawlessly out of the box and done so without a request to essentially become beta testers for a non-early access / fully released title, I still commend the approach of wanting to do something yourself in order to learn and benefit from the extra creative freedom available due to going the extra mile, and it seems that this approach is already providing some innovative changes...

From what I've heard, although WRC has a very unconventional method of how and when VR is initiated, this process that apparently features a statically placed desktop / menu does have some unique and beneficial qualities to some people, in particular content creators or for people simply wanting to document settings for personal use / reference in a more functional format. As the headset output is presented in typical VR form then I can't see changes to the mirrored display being anything other than a step in the right direction as you'll either be better off or just no worse off. Granted that feature could well only really appeal to a minority of people, but again as there's no downside there's reason to not make that change.

As for any other creative choices in VR's implementation, there's definitely some unique opportunities that are inherently available due to that format such as making a customised 180 (or even 360) degrees backdrops to the otherwise static menus, including 3D animations / transitions that could be racing / rallying themed. The loading screens could feature a full 3D VR presentation of the upcoming stage, maybe using a drone-like literal overview of the stage. You could have some VR B-roll of the country you're about to race in for a pre-stage build-up so as to make each location change feel more unique, authentic & realistic. You could do a GT style option of being able to walk around a virtual showroom looking over different rallying cars from all eras, and obviously sit in them and have a look around (I personally find that kind of stuff really interesting as it's a great insight to what you'd otherwise probably never see yourself, and it's a great change of pace & place to hang out).

Obviously though, the core VR rallying experience is simply being sat in a rally car and going rallying. To myself, the 2 essential elements and caveats for that would be...

1) The racing experience needs to be completely flawless - anything that negatively affects gameplay / times, no matter how small is completely unacceptable.

2) There can't be anything that would cause VR sickness or any unexpected / unnatural behaviour (i.e. the inverted motion issue) which would need fixing asap (in my example I presume would either require to directly correct the inversion issue or indirectly fix it by reinverting it so it's normal again).

Both of those elements are essentials not only for a pleasurable experience but because so many people have issues with VR, either with a physical intolerance and / or psychological ones too. You can't convince people to adopt a flawed system, especially when so many people are already convinced of the benefits of how they normally race, and extra especially when people more-often-than-not are dissuaded by negatives than persuaded by positives.

I'm very curious about WRC in VR on a technical level because it's so unique due to it's general implementation, the intent to do something different, its unconventional use of OpenXR as standard, and the very curious official VR headset support (as my Reverb G2 isn't on that list). I'm also wanting to get my hands on it because according to my exchanges on Facebook groups I have an unconventional (or unpopular) approach to how I run VR - I have to run with full lens barrel distortion compensation and chose motion smoothing / reprojection, all very finely tuned / optimised with extensive system monitoring while pushing higher graphics settings than those who push for very high native Hz instead.

I've seen people put down ACC's VR by saying it's too demanding (especially on Nordschleife) and that UE4 isn't suitable for VR but that title performs and looks absolutely fine to me and on my 3090 based system. I've also seen so many comments that F1 23 is unplayable in VR yet I play it just fine every real race weekend because thanks to my analytical approach I know what causes the jerkiness and how to avoid that. People claim that WRC has to be run using potato graphics for it to be playable but I'm confident that with the same methodical approach I can get a decent (enough) result out of the title.

That all said, I've not bought WRC as VR is very important to me and I'm personally not willing to pay full price for a partially implemented and currently flawed VR system that is requiring volunteer beta testers to help get it on par with most other VR titles. If EA want to send me a Steam key then I'll gladly test the heck out of it and report back ;)
And you don't own the game? Come on .. i hear a rumor and that must be true? Huge waste of time, for what?40$ hahaha.
 
Not implementing VR until post-release so as to 'prioritise development of the title first' sets off my BS detector. If you intend to implement it why not integrate it from the get-go?

Anyway, what does it matter, given the game is so **** (as were DR 1 and 2). I don't know why folks expected it to be different this time when Codies have *never* done a decent driving game, ever. They're fakers that just milk and bilk the consumer. Just look at the replays, for instance - not a change in twenty-five years, despite it being so rubbish. Physics? You're having a laugh? Content? A few rallies with a single stage chopped up. Why does God put you back on the track as soon as you leave it? etc etc. Junk.

Oh, but 2025 edition soon, boys! Another £60 for the same BS.
 
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