EA Sports WRC Update 1.8 & VR Beta Deployed


Possibly the most anticipated EA Sports WRC update is here: Version 1.8 introduces VR in beta form while also implementing numerous small fixes and adjustments.

Images: EA Sports

Rally fans were disappointed when EA Sports WRC launched without VR support November of 2023, although EA Sports and Codemasters were quick to ensure the community that it would be added later on. With the release of version 1.8, virtual reality has now finally arrived for PC players, albeit in beta form as announced recently.

Of course, this means that VR in EA Sports WRC is not perfectly polished just yet, but rather a work in progress. The initial list of headsets that the mode has been tested with officially is rather short, though others do work as well.

EA Sports WRC: Compatible VR Headsets As Of v1.8​

  • Meta Quest 3
  • Meta Quest 2
  • Meta Quest Pro
  • Valve Index
  • Oculus Rift S
  • Oculus CV1
  • HTC Vive

Partially Supported​

  • HTC Vive Cosmos
  • HTC Vive Pro 2


The VR beta is also compatible with the OpenComposite/OpenVR runtime, meaning any headset using it should also work in EA Sports WRC. We tried running it on a Pico Neo 3 Link, which turned out to work fine in the end - but there were some hoops to jump through first.

For starters, the OpenXR Toolkit that allows signficant performance gains would cause the game to freeze immediately after confirming that you want to run it in VR in the majority of cases. Disabling the Toolkit solved this problem, and on an RTX 4080, the performance was still fine with most graphics settings at ultra - even during night stages at Rally Monte Carlo.

Another hoop in our particular case was tied to Steam Input and an SHH Shifter. Some Steam Input methods cannot be deactivated for EA Sports WRC, and one of them detected the downshift "button" of the shifter in sequential mode as the button to active the SteamVR overlay. This caused a warning screen stating that the VR headset was not available currently to pop up. Hitting "Okay" to make it disappear would allow the game to continue - until the next downshift.

Removing the binding under SteamVR Settings -> Controllers -> Show Binding UI -> VR Dashboard -> Edit -> System Actions fixed the issue for us and made the game properly playable in VR.

EA Sports WRC VR: Enjoy, But Be Careful​

Interestingly, EA Sports WRC launches differently than most other sims when it comes to VR. While usually, a Steam window wih the options to launch on your screen or in VR appears, WRC simply launches in a virtual screen inside your headset and only asks players to confirm whether or not they want to play in VR after the game intro has been played.

The menus are displayed in a "flat" manner like the intro as well. If you enable the option to launch the stage preview in VR already, that will be the first time you see things in 3D in EA Sports WRC before heading to the cockpit of your rally weapon of choice.

Once there, tackling the stages in VR was fun and intuitive, although the visuals were not the prettiest. Things appeared to be a bit washed out, but that only really matters when stationary - pushing 180+ kph mid-stage certainly does not leave much time to admire the scenery. Although it has to be said that looking down into the Monte Carlo valleys in VR is admittedly pretty nice.

EA SPORTS PC VR Beta.jpg


Meanwhile, the beta status of VR in EA Sports WRC is noticeable particularly when loading into stages and service areas. For a few seconds, the VR movement tends to be inverted, or menus do not stay stationary but follow the user's view. This can lead to considerable discomfort pretty quickly, so staying still for a little bit during and after loading screens is advisable.

Once it is running properly, though, VR can be quite an advantage when zipping through the stages. The added depth perception makes it easier to judge where to put your car (and where not to put it!) and gives a better feel for when certain turns are coming up. One thing that stood out to us was the ice patches at Rally Monte Carlo, which were much easier to spot and avoid in VR.

For more on the ins and outs of VR in EA Sports WRC, you can check out the official VR FAQ assembled by EA Sports and Codemasters.

EA Sports WRC v1.8: Patch Notes​

Apart from the addition of VR, several other fixes and updates have been made. These include performance improvements, as well as the option to retire to the next service area in Club Rallys.

New Feature​


Key Updates​

  • Added the ability to “Retire to the next Service Area” in Clubs. Players will receive a nominal time for every stage they do not complete.
  • Fixed an issue in Clubs in which players would receive no penalty for exceeding repair time limit in Service Areas.
  • Addressed an issue on PC and PS5 in which framerates could decrease when using Fanatec hardware.
  • Added 12 new UDP telemetry channels.

Crash Fixes​

  • Fixed an issue in which the game would crash on PC if the player pressed Alt+F4 while selecting a car livery.

Audio​

  • Adjusted crowd audio to increase spectator excitement on stage start.

Career​

  • Fixed an issue in which the player would be demoted to last place after using all of their available restarts.

Cars​

  • Citroën Xsara WRC - Updated interior behaviour so that the driver now uses paddle shift when changing gears.

Clubs​

  • Added the ability to “Retire to the next Service Area”. Players will receive a nominal time for every stage they do not complete.
  • Fixed an issue in which players would receive no penalty for exceeding repair time limit in Service Areas.
  • Players who do not finish a stage (either via retirement or disqualification) will now appear on Club leaderboards in-game.
  • Players who do not finish a stage (either via retirement or disqualification) will now appear on Club leaderboards on Racenet.

Graphics & Performance​

  • Fixed an issue in which foliage would appear inside the car when the player drove through it.
  • Made improvements to snow effects.
  • Chile - Made a number of performance optimisations to foliage in order to help improve framerates.
  • Estonia - Performed an additional pass to gather more PSO shaders, to help reduce stuttering on PC.
  • Finland - Performed an additional pass to gather more PSO shaders, to help reduce stuttering on PC.
  • Monte Carlo - Performed an additional pass to gather more PSO shaders, to help reduce stuttering on PC.
  • Sweden - Performed an additional pass to gather more PSO shaders, to help reduce stuttering on PC.
  • Kenya - Addressed some issues on a number of stages where excessive screen tearing was experienced.
  • Mediterraneo - Made a number of changes in order to help improve framerates.

Input Devices​

  • Addressed an issue on PC and PS5 in which framerates could decrease when using Fanatec hardware.

Locations​

  • Central Europe - Resolved an issue in which some trees did not have collision physics.
  • Central Europe - Made some minor fixes to ground cover.
  • Kenya - Kingono - Fixed an issue in which a Shakedown would not end after crossing the finish line (also fixed on all other stages in the game where this occurred).
  • Monte Carlo - Fixed an issue in which some corners were using gravel physics instead of asphalt physics.
  • Oceania - Waiwera - Fixed an issue in which the player could collide with an invisible object.
  • Oceania - Tahekeroa - Fixed an issue in which the player could collide with an invisible object.
  • Oceania - Noakes Hill - Fixed an issue in which the player could collide with an invisible object.
  • Oceania - Orewa - Fixed an issue in which the player could collide with an invisible object.
  • Sardinia - Rena Majore - Resolved a corner-cutting exploit at an acute hairpin.
  • Sardinia - Monte Olia - Resolved a corner-cutting exploit at an acute hairpin.
  • Sardinia - Littichedda - Resolved a corner-cutting exploit at an acute hairpin.
  • Sardinia - Li Pinnenti - Resolved a corner-cutting exploit at an acute hairpin.
  • Sardinia - Malti - Resolved a corner-cutting exploit at an acute hairpin.

Moments​

  • Fixed a UI issue in which lower XP amounts for Archived Moments were not highlighted.
  • Fixed a UI issue with multiple Moments in which [driver name] placeholder text was appearing in descriptions.
  • Underdog (Season 3) - Fixed an issue in which the environment would render incorrectly partway through the stage.

UDP & Telemetry​

  • Added new UDP telemetry channel: game_mode
  • Added new UDP telemetry channel: result_status
  • Added new UDP telemetry channel: stage_previous_split_time
  • Added new UDP telemetry channel: stage_progress
  • Added new UDP telemetry channel: stage_result_time
  • Added new UDP telemetry channel: stage_result_time_penalty
  • Added new UDP telemetry channel: stage_result_status
  • Added new UDP telemetry channel: vehicle_cluster_abs
  • Added new UDP telemetry channel: vehicle_tyre_state_bl (flags whether a tyre is punctured or not)
  • Added new UDP telemetry channel: vehicle_tyre_state_br
  • Added new UDP telemetry channel: vehicle_tyre_state_fl
  • Added new UDP telemetry channel: vehicle_tyre_state_fr
  • Updated stage_length UDP telemetry channel to more accurately reflect distance from start line to finish line. Players can calculate their progress if they multiply stage_length by stage_progress.

User Interface & HUD​

  • Changed the behaviour of the "Reset to Track" option from the pause menu, to resolve an exploit.
    Resetting via the pause menu is now limited to when the car is travelling at under 10mph.
  • Fixed an issue in Spanish language in which the descriptions for "User Generated Content" and "Co-Driver Call Type" were incorrect.

VR Beta (PC)​


Miscellaneous​

  • Updated staff credits.

What do you make of the latest EA Sports WRC update? Have you tried VR already? 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

The game looks like dog **** in any monitor with high res, what did you expect in VR ?, unless you are still used to play at 60FPS... i think its simply shamefull a game to be delivered like this to the general public, no wonder they decided to not use UE4 on the F1 Series .... worst implementation ive ever seen of UE in a racing game, even behind Rennsport... and that one is already awfull on its own ! Kunos did miracles on this engine tbh now that we have a few more jumping on it ...
 
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Premium
The game relies on TAA, which is what ruins the image quality. Many elements, like the vegetation, is designed in a way that probably only TAA can smooth out. There are ways of designing textures and meshes so that they require minimal antialiasing to look ok, but here they have apparently cut corners and left the entire job to the TAA. Seriously, don't cut.

Sure, the TAA gets rid of all flickering, but that can a gaussian blur filter do as well - simply remove all sharp edges and blur them to oblivion...

Has anyone tried Reshade and SMAA here? It could be better than the smearing TAA.

And I'm generally ok with a compromise in VR, when looking at the infamous trio framerate, flickering and blurriness. I have no need to eliminate absolutely all flickering, if it means introducing too much blurriness. And I'm fine with going down from 90 to 72 Hz, as long as it's stable.

Finding this golden spot of acceptable compromise is usually possible, but it takes some trial and error. And some games are easier than others..
 
A lot of work to be done here and I am not sure it will ever get there. I play and enjoy ACC in VR so the game engine is no excuse - granted I've spent untold hours optimizing the ACC graphics settings, dove into all the config files etc. Hopefully some of that sort of tweaking can be done with WRC, but I think I'll have to wait for the community to discover the ways. The visual style of WRC never appealed to me in the first place - the stages look uninteresting for one and it doesn't help that they go on forever - and trying it out in VR just makes me want to launch DR2.0 instead. Right now it's hard to see any improvements in WRC over its predecessor but at least VR will give me a chance to try out the driving model properly.

The first thing I want fixed is that washed out look.
 
Where in the list of supported headsets do you see the Pimax Crystal?
That is not the point. Six months for a beta which only works with a handful of VR headsets and even then only after making multiple random setup changes is just a bad joke. It is pure shite in its current state.
 
Personally Dirt Rally 1 was still the best title for its visuals and VR was good from the codemaster/EA series. Somehow DR2 was not looking right for me for some reason, it could be that to much post processed made it look less natural.

BTW:
Richard burns Rally is getting better and better by the effort of the community, that will be hard to beat.
Just tried it recently and was amazed how much it has evolved. FFB feels amazing and the new VR mod is a gamechanger in terms of peformance and ability to adjust look to horizon etc to your liking.
I recommend to get the best package for RBR which includes all the best plugins, tracks and cars with an easy installer:
 
whinge whinge whinge.. I hope they read this and never bring VR to the games coming up, its time VR died already
Honest feedback is honest feedback. If people complain about half-baked sims coming to market, would you cry whinge whinge and wish that no devs released sim titles moving forward? I haven't seen anything overwhelmingly aggressive or awful in the comments, mostly just folks informing their peers about lackluster performance and visuals.
 
But it's not always so. For example: Recently, Meta pushed a software update which broke OpenXR compatibility with Digital Combat Simulator. It didn't break for any other titles that I know. So Meta blamed the DCS developer, and they blamed Meta and spent a good month making a fix for it. So OpenXR is obviously not a perfectly defined standard that's compatible with everything, always.
Yes, OpenXR is not as straightforward as it seems. Every VR headset manufacturer can add OpenXR extension APIs to their VR headset. As a developer, you never know whether a VR headset is fully implement OpenXR interfaces or not. I think Codemasters just claim these VR headsets that have been tested and added to the supported list. If your VR headset fully conforms to OpenXR, it should work.
 
I take about 1 hours to find a workable setting yesterday. Start from default setting(ultra low) to make sure it works. then low, medium to high. It's good to me so far. share my setting as below:

PC: RTX 4080 with Quest 3 @90fps

Quest 3:
Using 1.5x supersampling in Quest Link.

EA Sport WRC:
Graphic Quality Preset: high
Anti-Aliasing Quality: High
Anisotropic Filtering: 8x
DLSS: on
Upscaler Auto Quality: Off
Upscaler Sharpness: 100

Of course, I read the EA SPORTS™ WRC - VR Beta Details and FAQ before I started.
 
Disgusting game made my level 0 with this update.

This game is garbage, unreal engine is the biggest garbage.

Note: Ps5
 
You should try enjoying things in life more instead of hating things.
Such comment is so stupid, you get avarage game and you should enjoy?:))) joker, nowadays stupid boy. I can assure you if you pay money you deserve to get good game and you deserve to get good graphically game, even AC looks way better not blurry mess. So rise your bar, as developers are so lazy and guys like you give them easy money! Why they should get them! And you came here to bash people those want really really good rally game !
 
Such comment is so stupid, you get avarage game and you should enjoy?:))) joker, nowadays stupid boy. I can assure you if you pay money you deserve to get good game and you deserve to get good graphically game, even AC looks way better not blurry mess. So rise your bar, as developers are so lazy and guys like you give them easy money! Why they should get them! And you came here to bash people those want really really good rally game !
He talked about VR dying and not being brought to future games, did you ever read what the discussion was about ?? Obviously from what you are saying you didn't, please read before you speak nonsense. My bar is high and i did not even buy WRC so no idea what "easy money" and "guys like me" you are even talking about :O_o: .
 
He talked about VR dying and not being brought to future games, did you ever read what the discussion was about ?? Obviously from what you are saying you didn't, please read before you speak nonsense. My bar is high and i did not even buy WRC so no idea what "easy money" and "guys like me" you are even talking about :O_o:
He talked about VR dying and not being brought to future games, did you ever read what the discussion was about ?? Obviously from what you are saying you didn't, please read before you speak nonsense. My bar is high and i did not even buy WRC so no idea what "easy money" and "guys like me" you are even talking about :O_o: .
It will not die, but the "positive" fellas like too positive idiots are stopping progress of game developing, cause they always hyped about not existing game, they hyped when they youtuber prise the trash, they are headless idiots :))) just remeber if no one would make preordes developers would easily make more efforts. But no, everyone one to get electeonic copy way way earlier beforw it was released, why??? Cause stupidness manages their brains. Just kick ass like ea developers to not preorder their trash and you will see the resulta! Game was promissed with tripple screen support! Where it is? Now vr was dropped like poop to make just check that they released vr support, and i think it is almost non playable! Oh sorry i'm not so positive guy, yes cause i'm not stupid and i do not like when they give trash to me. You like trash food?
 
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The first thing I learnt was not to launch the game via Steam. I don't know what it's about, but it's more than a performance issue. Launching it via the desktop icon or the Meta app (whatever it's called), I can get started on getting it to look decent.

Now that I have given it some time, I find the VR performance good (I have an Oculus Rift S and a 3090 graphics card). It's enough to enjoy the game for what it is. I still find the visual style lacklustre, and it's at its worst in the default dry, daylight time trial setting. To experiment different seasons and times of day, apparently creating a custom rally in the Quick Play menu is the only option. It wouldn't bother me so much if the default Time Trial didn't look so exceptionally drab.

It's not DiRT Rally 2.0 (a game I love), so let's try to live with that. The driving model feels like something worth coming back to, and there's a lot of new roads to roam. The VR implementation actually seems solid as opposed to my initial reaction. I look forward to discovering the game itself.
 
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Any recommendation settings for?:
CPU Ryzen 7 7800x3d
GPU Nvidia 4070 Super
32 GB RAM 6400
VR: HP Reverb G2
 

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