Column: EA Sports WRC VR could be great - I hope...

EA-Sports-WRC-Subaru-Impreza-2003-Rally-Portugal.jpg
EA Sports WRC launched without VR support, but that is set to be added in late April of 2024. It could elevate the title to new heights - however, the question is: Will the performance be there?

Fans were disappointed when EA Sports WRC launched without VR support in late 2023. DiRT Rally 2.0, its predecessor, had it, so why not the new title? Well, a new engine meant a different approach for EA and Codemasters - and also a ton of challenges regarding the game's performance.

Having made the jump to Unreal Engine, EA Sports WRC was plagued by performance issues once it launched, and while multiple patches have made things better, the rally sim still is not running super smoothly. The latest update added performance improvements yet again, both globally and in specific locations.

This may have helped things slightly, but testing the game after the update using an RTX 4080 and a 21:9 screen at a 3440x1440 resolution, frame rates still were a bit concerning with VR in mind. With everything cranked up to ultra, EA Sports WRC ran at 70 to 85 fps for the most part - which is fine, as it is well above the 60 fps target, but still lower than you would expect for a powerful GPU on a single screen.

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VR in EA WRC: Exciting, but...​

Hence, the thought of VR in EA Sports WRC has me excited on one hand, but uncertain about its implementation on the other. Having recently started to enjoy the benefits of VR, the prospect of being able to immerse myself in the car, freely looking around as I slide around the countless turns of a WRC rally, is great. In theory, this will add an entirely new level to the sim.

Practically, that goes hand in hand with the performance of the game, though. A key point is to get to a stable frame rate - usually, the target is 90 fps - at all times to guarantee a smooth experience. This, of course, means that turning down some graphics settings is not just an option, but absolutely necessary, even on the best GPU you can buy today.

Anyone who has tried to get Assetto Corsa Competizione to run smoothly in VR will probably know why I am a bit concerned now. Also an Unreal Engine title, it is great in VR once you got it running - but it is notorious for not being very resource-friendly, even when running on a screen. ACC does look superb with all settings cranked to the max, however, and EA Sports WRC - while not looking bad - does not reach that level of graphical fidelity.


Besides that, the EA track record for VR implementation in racing games is not exactly the best, either. Since Virtual Reality has first been introduced in F1 22, users complain about bugs in VR, although it has seemingly gotten a bit better in F1 23. Mind you, the F1 series runs on a different engine.

So, what to expect from the EA Sports WRC VR launch, then? Personally, I will take the "wait and see" approach. Not setting the bar high or low seems to be the best idea in this case. And the optimist in me says that Codies can get this right, which is probably why they did not have the feature at launch. After all, and that is a positive, VR was a hit in DR2.0 once it finally got implemented - so much so that sim rally fans still return to it now.

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And it is important for me to emphasize: I do not want to say "VR in WRC is probably gonna be terrible" with this. I hope it is going to be great, and have my fingers crossed for a smooth, user-friendly implementation into EA Sports WRC. Because the thought of the trees in the Finnish woods whizzing by at 170+ kph, in 3D, and with me feeling like I am actually in the car is just too good. Late April cannot get here soon enough.

What are your thoughts on the EA Sports WRC VR implementation? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

I hope they're able to actually optimize the game a bit better to use the resources it has.. for me, I don't see my GPU go above 30-40% usage unless I turn the settings to the absolute maximum. VR performance has me worried a little considering the performance of just a single screen, but I honestly can't wait to give it a go :)
 
To be honest they should optimize game a bit, it's better than it was at release, but still it lacks of perfomance from time to time, but we will see, Dirt Rally 2.0 was kinda cool in VR, I wonder how this game will perform in this mode
 
Will it be good - I don't know. But I know there's smart heads in the community, and I will be hunting for the best tips as to how to optimize the experience. I was put off by DiRT Rally 2.0 in VR at first. But with tweaks and tricks shared in forums, it was soon running smooth. Likewise with ACC, except it wasn't "soon"!
 
I would normally chime in now and advise anyone with concerns of performance to try motion reprojection / smoothing as you'll only need 45 fps instead of 90, and you can then afford to run at full resolution (1.45x ish of hardware specs). But in my experience OpenXR's implementations of MR aren't ideal due to it's artifacts, so for that reason I'll hold back from making that recommendation right now, but as 90 fps at full resolution in WRC seemingly will need such significant compromises so as to be functional and playable, that might have to be a considered option anyway.

As for ACC, I've been recently playing at 6304x3084, 45fps reprojected to 90 using SteamVR's motion smoothing (vector based as set within my Reverb G2's WMR settings) at graphical settings that don't look visually compromised either by much or at all, on my RTX 3090. GPU usage stabalises around 65% around Nordschleife apart from lap 1 turn 1 when it blips to nearer 85%+. Seeing as WRC obviously only features one visible car, and that the car count setting can cripple any VR performance, that's clearly going to be a (much needed) help.

So I forsee that WRC in VR stands to be playable, but as mentioned in the article, likely with a fair amount of compromises. I keep hearing conflicting accounts of if stutter is present at all, but if it's not going to be completely smooth in VR then that'll be a big problem.

Not trying to be negative (like I maybe often come accross as) but what's the specific appeal anyway of WRC (in VR) that makes it so desirable when we already have Dirt Rally (in VR)? Presumably the new stages would be top of that list, but are there any other qualities that make it superior, or is it just because it's new? I'm personally still not sold on the title entirely due to the road surfaces looking like they're extremely flat, but WRC is still something I'm curious about and is often on my radar just because it's seemingly holding people's attention for some reason.

Oh, and good article BTW. Respectfully speaking, it's good and refreshing to see an opinionative based article as opposed to just being the usual news announcements.
 
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So they dont manage to make it run properly on a single screen without stuttering, and you lot expect an awsome VR experience ! .... ok
No doubt compromises have to be made to get steady 90 fps in VR. I'm aiming for 80 fps @ 3664x1920 and have no hopes for any significant supersampling.

So far MSFS is the absolutely worst game for me to run properly in VR, so the competition is tough.
 
Good PSA article to manage expectations for the uninitiated. Hoping the delayed implementation means what you hope it means and it's only coming now because they've managed to get it in a stable place with reasonable performance.

Did not realize the game was still struggling on the flat screen performance side as mentioned in the article. I knew about stuttering/hitching, but a 4080 being unable to generate triple digit frames on a single flat screen resolution certainly does not bode well for a VR mode that will put multiples more demand on the rendering side.

Is the GPU the main culprit? Is CPU utilization in a bad spot? Is it just poor optimization on all fronts? Knowing where the current bottlenecks are can help set expectations for incoming VR performance. I find it hard to imagine a developer pushing a VR mode that can't maintain 90 FPS with a 4080 at reasonable modern HMD res and at least decent graphical fidelity settings....but it is 2024 Codemasters we are talking about on the other hand.
 
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I find it hard to imagine a developer pushing a VR mode that can't maintain 90 FPS with a 4080....but it is 2024 Codemasters we are talking about on the other hand.
Ever tried getting 90 fps stable in MSFS?
 
Ever tried getting 90 fps stable in MSFS?
Not lately, but MSFS is also much more intensive across the board. All generations of MSFS have been absolute sim pigs where performance is concerned. ACC is probably a much better comparison as they are both driving sims utilizing the same unreal engine. While ACC is a pain to tweak, it can be done, especially on hardware like a 4080.
 
Good PSA article to manage expectations for the uninitiated. Hoping the delayed implementation means what you hope it means and it's only coming now because they've managed to get it in a stable place with reasonable performance.

Did not realize the game was still struggling on the flat screen performance side as mentioned in the article. I knew about stuttering/hitching, but a 4080 being unable to generate triple digit frames on a single flat screen resolution certainly does not bode well for a VR mode that will put multiples more demand on the rendering side.

Is the GPU the main culprit? Is CPU utilization in a bad spot? Is it just poor optimization on all fronts? Knowing where the current bottlenecks are can help set expectations for incoming VR performance. I find it hard to imagine a developer pushing a VR mode that can't maintain 90 FPS with a 4080 at reasonable modern HMD res and at least decent graphical fidelity settings....but it is 2024 Codemasters we are talking about on the other hand.
In terms of hardware, generally speaking I believe the GPU is often the limiting factor (regardless of which GPU is used) but I only say that out of process of elimination as I've not heard any talk of CPU bottlenecking in WRC, and EA titles are often GPU heavy.

ACC (also Unreal Engine 4) needs a relatively modern CPU - my old 4 core i7 was at a constant 100% usage, but my 11th Gen 8 core i7 fares much better. I noticed in ACC that CPU usage drops massively when viewing replays, presumably due to physics and AI not needing (re)calculating, and WRC will obviously need to process the former but not latter in game. So WRC should be less demanding for the CPU compared to ACC.

The main culprit is likely Unreal Engine (4) itself, in particular how inefficient the graphical effects are, rendering low settings as a must. Not far behind that though will likely be how the game is programmed - although WRC is made by different devs and runs on a different engine from the F1 series, they all fall under the EA umbrella whos modern titles aren't performant and can cripple any GPU. F1 23 can turn my 3090 into a toaster if I try to enable high / max graphics settings, and sadly this is just the way the performance trend has been heading of late.

Albeit a completely different genre, I tried an Unreal Engine 5 game this weekend on my PC (Ark Survival Ascended) and that could only run at 60 by running at 1080p WITH DLSS and a combination of medium and high settings, and my 3090 was flat out having a meltdown.

I used to love the look of Unreal Engine games since UE4, but now I hate it as not only is it poorly optimised and stuttery, but it just doesn't suit racing games particularly well, and some devs don't like it either. I heard that ACC devs can't wait to see the back of UE4 and move on with whatever AC2 will be using.
 
To anyone eagerly awaiting VR for WRC and wants something better or at least different from Dirt Rally 2, I seriously can't recommend Dirt Rally 1 enough. I know I'm massively late to the party here, but today I've finally gotten around to setting up DR1 in VR, and a quick test comparing the same stage in both titles revealed that in my opinion, DR1 is significantly superior.

The handling in DR1 felt quick, responsive and precise, and the FFB communicated all that by perfectly giving all the detail you need and expect out of a rally title. All the dips, jumps, cornering, everything was so clearly defined and massively added to the experience. DR2 then felt very dull, slow and vague in comparison, especially through what you feel, or more the point don't feel through the wheel. DR2 also had inconsistent steering rotation compared to the visual driver and didn't seem to speak to my wheel correctly in setting that up, but even after manually adjusting it to 540 degrees (I believe the norm for rally cars) it was still visually out of sync with the in-game wheel and still felt very lacking - while DR1 worked perfectly out of the box.

Although subjective, I also found DR1 to look better than DR2 in terms of lighting, some environmental effects, and visual styling in general. DR2s overuse of sun-rays / fake volumetric lighting is overwhelming and ruins tonal balance of the image. My run around Wales' forests (Sweet Lamb full stage) felt so much more realistic and therefore immersive in DR1 due to the better graphics, which were distractingly bad in DR2.

Admittedly DR1 is a little janky to control as I've not yet found a way to do all the menus via the wheel, making grabbing a keyboard quite often a neccessity, but that's a very small price to pay for what you're benefiting from.

Again people probably know this already, but for anyone not using an Oculus / Meta headset (as those are the only officially supported headsets) to get it all runing in VR I followed a small few very easy steps found on the pcgamingwiki website:

https://www.pcgamingwiki.com/wiki/DiRT_Rally#Play_Steam_version_without_Oculus_Software

I couldn't do step 4 as my Reverb G2's controllers didn't seem to offer a "right click" function, so I used an alternative method to patch Revive for DR1...

1) Go to Revive installation folder and run hook.cmd (as administrator)
2) When prompted to type an executional, simply type: drt.exe

You can then simply launch DR1 from Steam and it will run in OculusVR. Ignore a message you'll get (just once) that pops up after launching. It'll run in a virtual screen right up until the moment you start driving, and VR doesn't take effect in the benchmark, but it otherwise works and runs flawlessly. DR1 doesn't then seem to be recognised as a SteamVR title even though it's now playable that way, so it won't register on your recently played list within SteamVR, but that's no big deal really.

Again I'm sorry if I'm essentially just repeating what people have likely already known for many years, but to anyone that's not tried DR1 in VR, then in my opinion you're missing out on the best simracing VR rallying experience currently available, which will tide people over nicely while waiting for WRCs VR implementation.
 
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Problem is not having high number of FPS, i can get 100+ with very high settings on my native resolution of 7680x2160 with a 4090, problem is the idiotic stutter, the lod pop in and many other stuff ,,, the entire shambles that the graphic engine is on their hands atm, never feeels smooth no matter how many frames its spitting out... cant even imagine the puke itll be on VR everytime i hit something and have a freeze !! With the EGO engine that was smooth as butter in the screen and that they dominated , the VR experience was bad in DR2 ...
 
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Problem is not having high number of FPS, i can get 100+ with very high settings on my native resolution of 7680x2160 with a 4090, problem is the idiotic stutter, the lod pop in and many other stuff ,,, the entire shambles that the graphic engine is on their hands atm, never feeels smooth no matter how many frames its spitting out... cant even imagine the puke itll be on VR everytime i hit something and have a freeze !! With the EGO engine that was smooth as butter in the screen and that they dominated , the VR experience was bad in DR2 ...
Depends on the hardware. I have DR2 running as good as Automobilista 2 in terms of performance/visuals, I only prefer the camera movement of AMS2 over it but the graphics/performance equal.

But yes I'm very concered about WRC's VR implementation. Some say that UEVR works great with it, but I disagree, it looks and runs absolutely horrible in VR with UEVR, it's even much worse than ACC so it couldn't be worse.

I hope that they implemented Quad views foveated for WRC's VR, that's about the only thing that could save it: https://github.com/mbucchia/Quad-Views-Foveated/wiki/
 
I have been experimenting with the newest DLSS version 3.7 preset E that released just before the weekend. I've been tweaking it in MSFS all weekend and this looks very promising for VR now. The picture quality is much sharper, no noticable ghosting and no stutters anymore when moving my head in VR while maintaining a stable 70-80 FPS. Anyone tried this new DLSS version in a racegame?
 

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