F1 2016 New Codemasters F1 2016 PC and PS4 Patch Released

F1 2016 The Game (Codemasters)

Paul Jeffrey

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F1 2016 Patch.jpg

Hot on the heals of the recent big PC update, Codemasters have been at it again with deployment of the promised PlayStation 4 patch, and a more compact update for PC players to enjoy.

Due to the often laborious process of approving any game updates for Microsoft consoles, Xbox One players have yet to receive an update to F1 2016 alongside their PC and PS4 playing counterparts. Codemasters have confirmed an update for the game has been submitted, and expect approval and deployment for Xbox One players in the very near future.

With a number of less than impressive Formula One games littering the history of Codemasters recent releases, many felt the latest Formula One title would be something of a final chance for the British studio to deliver a game worthy of the Formula One licence. With an aggressive pre release marketing strategy, and many positive noises coming from those who found themselves with an opportunity to sample early builds of F1 2016, sim racing and Formula One enthusiasts found themselves more excited about the new game than many have felt in recent years. Although fans were understandably reluctant to invest too much hope into the new release, Codemasters have come straight out of the blocks with an epic title, easily surpassing any previous F1 effort the studio have produced since taking over the licence for the 2010 season. With an exceptional base already established, it appears that Codemasters are keen to build upon their strong start with a raft of updates being deployed across all three platforms for the game. Todays release marks the second update for PC players, with both PlayStation 4 and Xbox One editions benefit from much of the same treatment by the studio.

Already riding the crest of a wave with the immense DiRT Rally, and following on with a Grand Prix game that is night and day improved from its older relatives, Codemasters really are well on their way to establishing themselves as a force to be reckoned with once again.


PC Patch Notes:
  • Performance improvements for AMD graphics cards.
  • Fixed a potential crash when rebinding controls on unsupported controllers.
  • Fix for rain beads shimmering when Weather Effects is set to High or Ultra High.
  • Fix for Logitech G29 LED lights not functioning.
  • Fixed a problem where selected files were not opening in Steam Workshop at the start of a race.
  • Added Audio Accessibility option to the Advanced Audio Settings menu.
  • Fixed a problem where the turbo could be heard on stationary cars.
  • Further stability improvements

PS4 Patch Notes

Game Additions
  • Added the fuel remaining level next to the fuel mix setting in the MFD
  • Added the ability to chose whether to select a front wing change during pit stops
  • Added ability to alter fuel mix levels during the race start procedure.
  • Addedd braking telemetry to ghost car DRL within Time Trial
  • Added HUD area adjustment option.
  • PS4 - LIGHT BAR – Light bar now turns blue when blue flags are present and red for collisions
General Multiplayer
  • Players on pause during multiplayer races are now driven at the speed level of the chosen AI and ghost to avoid accidents.
  • Safety Car icon has been added to the mini map in online multiplayer races.
  • Fixed a hang where a user JIPs into a session as its transitioning to a race.
  • Fixed an issue where JIPing into a practice session, quitting and rejoining prevents the player from taking control of a car.
  • Fixed an issue where game assets fail to render correctly when a client spectates an ongoing multiplayer qualifying session.
  • Fixed an issue where the AI refused to overtake a paused player during online sessions
  • Added an icon next to the player nametag to indicate when the AI has taken control of another player in online multiplayer.
  • Fixed an issue where players could spawn in on top of each other on the grid if both players receive a 5 place grid penalty in practice
  • Fixed an issue with an incorrect position indicator on the formation lap after a driver is reset to grid.
  • Fixed an issue in multiplayer championship in which the client’s setup is forgotten after a reboot.
  • Fixed an issue where if a host left an OSQ session their ghost was the only vehicle visible for all clients and results were showing them in 1st place.
  • Multiplayer Championship – Auto save feature enabled when player client joins session.
  • Fixed an issue where accepting an invite on the race results was failing to take user into the game lobby.
  • Added option for clients to save Multiplayer Championship after host migration
  • Fixed an issue where an absent player vehicle was retiring at the start of a practice session, preventing the player dropping into multiplayer championships
  • Fixed an issue where drive through penalties were not being enforced after a Formation Lap
  • Fixed an issue where if a player quits/is disqualified from an online practice or longer qualifying session, many AI were not setting a lap time at all
  • Added ability to kick player in Online Championship if they don't have a vehicle.
  • Various other bug and stability fixes.
General Game
  • Fixed AI vehicles blocking cars on hot laps in qualifying and practice sessions.
  • Fixed AI vehicles suddenly moving off the inside line of corners and causing collisions
  • Improved AI ability to recover to track after being involved in crashes
  • Made changes to the AI to improve overtaking along straights.
  • Improved AI ability to race closer in corners without backing out of moves.
  • AI vehicles are now able to reliably keep within the Safety Car delta times.
  • Updated safety car release frequencies to result in SC being deployed more often.
  • Updated safety car severity release frequencies – More likely to be released for the more severe accidents.
  • Practice Sessions – Re-balanced tyre management tests.
  • Improved performance and framerate within the career mode hospitality suite.
  • Fixed an issue in qualifying where the player was given new vehicle for Q2 after terminally damaging their car during Q1.
  • Fixed a crash in a 100% race replay at Singapore.
  • Fixed an issue where drive through penalties were not being enforced after a Formation Lap.
  • Fixed an issue where marbles were not sticking to tyres when driving over them on the outside of corners.
  • Fixed sector times incorrectly displaying purple on the timings screen in practice and qualifying.
  • Fixed an exploit in full qualifying where you could move up the grid after Q1 by advancing to race.
  • Fixed an issue on the strategy screen where it was possible to leave a gap in the race strategy.
  • Fixed an issue where no response was heard after requesting driver in Front or driver behind status update.
  • Fixed an issue where time trial laps that were penalised are appearing as legitimate times. - Please note this requires a leaderboard wipe to remove penalised lap times.
  • Leaderboards now display total players and ranking position.
  • Fixed a crash when attempting qualification pace practice program in FP2 and FP3.
  • Fixed a crash when selecting flashback after entering the pits.
  • Stopped the game forcing players to serve stop-go penalties whilst under safety car conditions.
  • Altered formation lap start procedure so users do not think they are starting the race.
  • Season objectives for teams in career now update at the start of a new season depending on previous seasons performance.
  • MFD - Extended the strategy timer to 30 seconds.
  • Sparks VFX is now played for plank collisions with track surface.
  • BRAZIL - PIT LANE - Speed limit sign now matches 80Kph speed limit.
  • AUSTRALIA – Pit Lane – Speed limit sign and pit limit OSD now match at 60Kph
  • Stability improvements for all game modes.
  • Various other bug and graphical fixes
  • various audio issues fixed and re-balanced.
  • Further updates to name filter in career mode.

Codemasters have confirmed the Xbox One update has been submitted and will be deployed shortly.

Check out the RaceDepartment F1 2016 sub forum for the news and discussion regarding all the Formula One series of games from Codemasters. Download the latest mods, share a setup with the community or join in some epic race events, its all here at RaceDepartment!

How are you finding F1 2016 following the recent patches? Does the game live up to your expectations? Xbox One player and looking forward to receiving your update? Let us know in the comments section below!
 
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I have a GTX 970 and have no issues running it on high preset at 1080p getting 120-150 fps. My card is OC to 1500mhz though. I like to have nice high frame rates for racing games, but I'm sure it won't struggle with ultra and still get easily above 60 fps
 
Odd that some of you other guys are having problems on 970's. I turn motion blur off completely as I don't like it, v-sync off and have the AA set to TXAA. Think they are the only things I changed from the default high settings. Maybe its a bit more CPU dependant than previous titles? What CPU's are you guys using? I've got a 6700K running stock 4ghz with the 4.2ghz turbo boost
 
V-sync will limit the fps to the refresh rate of your monitor. So a 60hz monitor (which I have) will only get a maximum of 60fps

If you turn off v-sync it will ignore the refresh rate of the monitor and give put as many frames as the GPU can manage. But in fast movement (side to side usually) you get screen tearing as the monitor can only display lets say 60 fps the GPU is trying to do 100. The frame wont all show up before the GPU moves onto the next one, therefore tearing the frame as it doesn't get time to finish displaying it all before the next one is sent to it

this I'm sure isn't the proper scientific explanation of it, but that's how I understand kind of works, and how I explain to people, but someone else I'm sure can give the proper explanation
 
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I'm playing on the GTX970 and have everything maxed out at 1920x1080, I don't really know how many fps I'm getting but I ran the benchmark at wet track and the lowest I got was like 41fps and highest 72, medium of 55fps. For me that's okay! As long as I have a smooth experience I don't really tend to look at the fps so that's why I got everything maxed out.
 
V-sync will limit the fps to the refresh rate of your monitor. So a 60hz monitor (which I have) will only get a maximum of 60fps

If you turn off v-sync it will ignore the refresh rate of the monitor and give put as many frames as the GPU can manage. But in fast movement (side to side usually) you get screen tearing as the monitor can only display lets say 60 fps the GPU is trying to do 100. The frame wont all show up before the GPU moves onto the next one, therefore tearing the frame as it doesn't get time to finish displaying it all before the next one is sent to it

this I'm sure isn't the proper scientific explanation of it, but that's how I understand kind of works, and how I explain to people, but someone else I'm sure can give the proper explanation

So how can I turn v sync off without screen tearing??
 
So how can I turn v sync off without screen tearing??
Unless you have a G-sync monitor or higher refresh monitor, you can't. You have to choose between capped fps or screen tearing. I personally don't notice the tearing much apart from maybe in cut scenes, but not while I'm driving.

I always prefer having v-sync off rather than having it on in all my games, but that's just my preference
 

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