Recent Discussions
Deferred rendering is the wrong choice.
VR beta currently has horrific performance issues and ungodly requirements to present a usable image in VR. This is not VR headset specific, I have access to rift cv1, quest 2, quest 3, neo 3 link and Pico 4 and have been in VR since dk2 headset. Currently, the obvious choice for my own use right now is neo 3 link due to higher resolution than the cv1 and the all important display port capability compared to quests and Pico 4. This is a native steam vr headset, no extra runtime involved, steam vr as openXRruntime performance is near identical to using VDXR from virtual desktop with the heaviest game there is being msfs2020, so this is not a system, runtime or headset issue. No matter the quality that can be achieved with any headset in any other vr situations, the WRC VR beta is woeful in its presentation. Firstly, deferred rendering in unreal engine for a VR title is just a development sin, it will forever have performance issues due to higher VR resolutions and always present a muddy, blurry image that's impossible to solve the horrific aliasing without adding further blur from the only option of UEs temporal Anti aliasing. Upscaling in VR is also just not suitable, as even in the best case situation of making stable 90fps and a high resolution, it will always produce artifacts which undo any of the benefits it may give to lowering frametimes. The issue is twofold, deferred rending the biggest issue, secondly, even if people are currently sacrificing every last bit of visuals to run this title at 90hz, there is a constant stutter presented as GPU framedrop in VR, this seems to be shader compilation or something along the lines of streamed assets as this can be cleared and smooth if restarting the stage and driving the exact same distance. If you back out to main menu and back into same stage, the stutter is still present, this happens in non vr mode also and was a reason I returned game for on release. So right now, I seriously can't recommend anyone ever play this title in VR given the serious optimisation issues with the deferred rendering method and ontop of that, frame drop issues even when running in horrible low resolution, low settings and low refresh rates. My system is a 12700k and 3080ti and as mentioned, no matter which headset and which render resolution set, the VR mode is just unusable visually and not enjoyable, any game settings above ultra low will fill all 12gb of vram for a native render resolution of quest 2 / pico neo 3 link. Attempted corrections and tweaks are useless, forcing dx11 is no better, I've tried everything I can but sadly the only way I see this getting better is simply scrapping the idea of deferred rending in the VR mode. Rant video already made, some swearing but after the fantastic work done elsewhere it's incredibly disheartening to know it's practically doomed if continuing in current state https://youtu.be/c3AQ_S7tvT0?si=k3qPfVOcrq2kmmPr1.9KViews11likes11CommentsAnti-Aliasing >= High Makes Game VERY Blury
Issue With anti-aliasing set to low or medium, the game is harsh looking and shimmering is visible along the edges of assets, especially apparent with trees and foliage. With anti-aliasing set to high or greater, everything becomes incredibly blurry. Hardware GPU: 4080 CPU: 13700K Headset: Valve Index Relevant In-Game Settings Anisotrophic Filtering: 4x Foveated Rendering Strength: 1 Upscaller: Off Relevant SteamVR Settings Overall Resolution Per Eye: 100% WRC Resolution Per Eye: 190%1.2KViews6likes7CommentsVarjo Aero Issues and Workarounds
I am having same issues as reported in the other thread posted by @DKay114. I tried to reply to same thread, but Message would not go through -hence new thread. So did bunch of testing to hopefully help devs and other people having issues with Varjo Aero So to get the game running at all I run the Varjo Base 3.10.3.25. Also in the Varjo Base settings "Compatibility: OPEN XR" must be enabled ( I have enabled both OPEN VR and OPEN XR - that is fine). If you don't enable OPEN XR the game will launch through OPEN XR and there the tracking is VERY stuttery and unplayable even in menus. When downgrading Varjo Base - after removing the newest version I had to manually delete all the Varjo USB drivers with USBDeview and only after that install the Varjo Base 3.10.3.25. I was also having issues with Eye tracking on first launch of Varjo Base after downgrade @Pumo_fin , but after getting that error and restarting computer it started to work for me. Additionally you must download and install the OpenXR-InstanceExtensionsWrapper just like @DKay114 mentioned in previous post. If you don't do this you will have a black box in front of your view. This disables Varjo Quad view rendering (Quad views rendering would be great if it would work. It works in DCS with some tinkering and the clarity and the performance is great!) Last step - if you use OPENXR Toolkit unselect WRC executable from the list or disable OPENXR Toolkit completely. With all above you should get game running. Now I did bunch of tests to see if OPENXR toolkit would work and it actually seems to partially work and would be very beneficial for the performance here. Following is my observations for any game devs reading this: If I enable OPENXR toolkit and launch the game I can navigate the menus just fine. In OPENXR settings in-game I can also enable Eye tracking and foveated rendering and that works flawlessly. The issues start when I start loading stages. First I would get a full game crash when I start loading a stage and the "3D stage reveal" would load up. When I disable "3D stage reveal" I can enter the service area like normally and start the stage. I can also start driving the stage just fine (Note: My view would be above the car at start and shortcut to center VR view would not work. Only by pausing the game and using "Reset VR view" button would work. However when I would pause the game I would get full game crash so at the point when the Pause menu would load. Few times after starting the stage I could enter the PAUSE menu once and resume driving, but on the second pause the game would crash. When finishing the stage the game would crash fully. So effectively I would get a game crash reliably after loading into a stage and trying to open a menu. Another note about menus. When disabling OPENXR Toolkit and running a stage and opening the PAUSE menu the menu would interact with the blurred background in a weird way. There is a video clip here. Seems like the menus are rendered in some way in the VR environment that causes issues (after loading in to stage, before and after stages menus work flawlessly). General note about foveated setting in WRC settings: When enabling the setting the accurately rendered areas seem to point slightly in opposite directions. When I look directly ahead the accurately rendered area should be the road ahead. However with left eye I see accurate area bit to the left of the road and with right eye I see the accurate area on the right side of the road. For both eyes there is a bit of road that is accurate and most of it not. this leads in a unnatural weird feeling as one eye sees accurately and second does not and the whole image looks slightly off. The foveated render areas should overlap more with the view ahead. I would recommend contacting Matthieu Bucchianeri (mbucchia in github) who is the author of OPENXR Toolkit. If we can get compatibility with that software, you could remove the existing foveated render option and have a working foveated rendering though OPENXR toolkit and even better eye tracking for headsets that support it. All that works already now for one stage perfectly until a menu is opened. Hopefully this helps someone and I am looking forward of seeing improvements on next VR update!1.5KViews5likes4CommentsVR Replays ?
Hi, Can you say if there is any chance to see VR replays implemented ? That feature is absolutely stunning in Dirt Rally 1 and I still dont understand why it has not followed the serie. And yea, by the way, I have no sound on the actual flat screen replays too in VR.628Views5likes3CommentsVR crashes with Varjo Aero
Ok, looks like no WRC VR soup for me for now. Game crashes with Varjo set to handle OpenXR after the first screen where it's asking if I'd like to play in VR. With SteamVR set to be OpenXR game manages to start, with horrible stutters when turning head, and crashes when I try to start a time trial. In both cases the crash is silent, with no pop-up window messages, simply goes back to Steam. AMD 5900X, 64G RAM, and a 4090. Both DR and RD2 work fine as they used to; so hopefully it's not a problem with my setup. Update: Managed to get it working in SteamVR OpenXR. Horrible stutters when turning head but otherwise it runs, although doesn't look very good. I think disabling the OpenXR Toolkit globally is what did the trick. It still crashes when Varjo Base is set as the OpenXR runtime which is where I'd like it to actually work, as I'm guessing having SteamVR in the middle is the cause of the very bad stutters when turning head.DKay11410 months agoSeasoned Rookie2.4KViews4likes49CommentsVR still does not work with Reverb G2 in new Patch
I expected the latest patch to fix proper OpenXR (without SteamVR) for WMR headsets but it appears to still be broken. This whole game has been a scam that I can't even get a refund for. Bought it for the announced VR support and played on deck to tie me over and now VR doesn't work for months and it doesn't even work on Steam Deck anymore either. can't even get a refund for this unplayable pile of junk.921Views3likes6CommentsNewest patch completely broke VR (not exaggeratin, it's now actually unplayable)
This newest update completely broke VR. It wasn't great before, but it was at least playable prior to the update, but now everything is completely misaligned and weirdly warped on my right eye. The left still works as it should. WTF man? Did no one playtest this update? VR is now quite litterally unplayable... This needs an immediate fix. Edit* I use the original HTC ViveSolved4KViews3likes46CommentsDLSS/ FSR Causes artifact in vr
Anyone else having issues with dlss/fsr? Im getting wierd artifacting with it enabled. Doesnt matter whether foveated rendering is on or off. Temporal works but fps suffer greatly. What I cant understand is why the UEVR mod woks with dlss/fsr perfectly so what did u guys do?Sokittoya76A10 months agoRising Scout1.6KViews3likes5CommentsVR is now Surprisingly Good !
I was really disappointed in the VR after patch 1.9 however since the most recent 2.1 patch and with some brilliant recent Engine.ini tweaks I found on reddit it is actually really good, maybe not 100% great but imho pretty darn close. For reference Quest 3 via powered Link cable on 4080S gpu with 7800X3D cpu. Also, the physics & motion feels noticibly improved and I can say I think it is now all around a somewhat better experience than Dirt Rally 2 which I still love (& the original ). Great work & congrats to the devs as it inspired me to buy the Season 24 Expansion. Cheers 👍🤠 Hope this is okay to link, the engine.ini from 22 Oct '24 that has transformed the gfx in vr for me. Contrary to the reddit tweaks, I find the regular temporal upscaler gets better fps than DLSS and also have most ingame settings on ultra with AA on medium & postprocessing ultralow. My Q3 res is on 2nd highest at 80hz. It looks great in vr with no hitches or slowdowns. www.reddit.com/r/EASPORTSWRC/s/zUfoM0Z70A update :- the file above has been updated and now DLSS on Auto is actually much better but requires nvidia gpu. amd gpu can use FSR541Views2likes1CommentAfter 1.9, no longer allows VR on WMR HMD's like HP Reverb and Samsung Odyssey
I'm on a Samsung headset and I'm reading from HP Reverb users that they can longer play in VR either. Why do we have to wait for a prompt? Why can't EA WRC just see if an OpenXR runtime exists on the system and, if so, add an option in the menu to switch to VR? Or allow us to force via command lineShearersHedge7 months agoRising Adventurer1.6KViews2likes51CommentsRendering quirks + other feedback
-Trees - Can you stop them from constantly changing shapes/morphing? Just let me use the low-quality renders and don't change their shape all the time, super distracting/annoying. -Driver's Wheel - still low framerate, can this be smoothed out? Looks fine with ASW/Motion smoothing constantly on. -Please add a separate CAS sharpening slider. -I'm using a Valve Index and Quest 3 (with 3080ti) -Quest 3 - Fixed Foveated rendering is occurring in the inner-eye and it reaches pretty far towards the center of the view, pretty annoying. -Using FFR - sometimes it seems the car reflections "travel" left/right, but this may be due to using always-on spacewarp. -Index - since it's lower resolution, Low/Med AA looks awful due to shimmering foliage. I can stomach it on Quest 3, but still not great. Is there a way to get rid of all of that noise/shimmering, or settings in the back end/engine.ini? TAA is too blurry/performance heavy, but with a nice sharpening slider/other settings it could be good (or just MSAA). -FSR Upscaler - weird issue where moving my head makes everything over-sharpened until I keep my head still again. -All of the upscalers are not working well. I know some games where people use UEVR can use DLSS well, but I don't think it's worth using any of them at this point. -I'm sure it was mentioned, but the brightness levels on some tracks are way too high, but the .ini lensAttenuation setting really dulls the image...we need something that can tweak min/max brightness during daytime/nighttime, just like the Kegetys eye accommodation fix for DR 2.0. Other items: -Can you allow us to permanently start in VR instead of pressing "start in VR" button every time? -Consider adding a "g-forces" camera setting like other sims, where you can tweak a bit of "artificial" camera movement to get in-between "lock to horizon" and "lock to car" settings. -Still missing the VR Replays from DR1. It's way too fun watching "me" go by from the side of the road. Love the feel of the game, but the visuals are a letdown and not immersive.1.3KViews2likes4CommentsFeedback for Devs - HP Reverb G2 and RTX 4080 with OpenXR
Hi, Managed to get a good couple of hours on the VR Beta last night, and noticed an issue that I thought best to share with the devs. Before I start I am running the game in VR using a HP Reverb G2 with an RTX 4080 and 5800x3D CPU, and 3600Mhz DDR RAM using OpenXR runtime. I have managed to get the game up and running in a somewhat smooth (80-90fps) but hardly amazing visual fashion using; Basic Graphics > Cinematic AA + Fovated Rendering 3 + everything else off (see issue below why everything else is off) Advanced Graphics > Medium present (only change being Dynamic Objects set to High to reduce the pop in effects) The issue I have is that as soon as I touch any Antiscoptic Filtering or Upscaler setting I get this strange image wobbling / jittering effect in the left display of the headset which gets worse when you move your head, and makes it virtually unplayable - weird that it is in the left eye only. Hopefully this is something you can fix for the full release. Thanks628Views2likes4CommentsVR Performance Overhead
So I ran a little experiment last night to see what kind of performance I was actually getting… it wasn’t good, but it also was very revealing. Experiment: Repeatable 5 min downhill section in Monte Carlo - 11 - Ravin de Coste Belle Quest 3 @90hz and 1.0 resolution 4090, 12900k, 32 gigs No upscaling or foveated rendering at first Advanced settings: Ultra Low = 30% headroom with consistent fps drops to the high 80’s Low = 5 to 10% headroom, consistent for drops to the high 80’s Medium = 0 to 5% headroom, more consistent drops to the low 80’s High = 1% to - 5% “headroom”, even more consistent drops to low 80’s and high 70’s. Experimented with Foveated rendering and DLSS, minor improvements, about 5% but worse clarity and still consistent drops throughout the level. Town sections or big vista’s seem to trigger it. So it would appear that consistent FPS drops below 90hz are present across the board regardless of settings. On larger unplayed levels at reasonable settings I am seeing BIG multi-second drops to the 40fps range as the shaders compile ( I’m assuming) then back up to around 90hz with little to no overhead. What are you all seeing? Have you found anything that actually stays truly consistent at 90hz with no drops?438Views2likes3CommentsFeedback for VR
Played in VR for a couple hours. I quit playing because the game started utilizing the quest 2 controllers for directional input in menus. so that's annoying. Only pain point I had was that the continue race countdown has a blurry background. Please remove this! I need to see! I have an r7 7800x3d CPU and a rx 7900xt gpu. Computer was getting mighty hot and got a bit choppy towards the end of the session. Utilizing 90hz setting and auto resolution.160Views2likes1CommentObjects and Shadows Pop-up and shimmering
Blurry anti-aliasing and the shimmering of trees are a problem, but the pop-up phenomenon of visible objects and shadows is an immersion breaker. Is there any possibility that this situation will improve? This was also a problem in Assetto Corsa Competizione, which shares the same engine, but I hope it will be improved in WRC.1.6KViews2likes6Comments- 1.4KViews2likes15Comments
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Proper VR Update
Hp reverb G2.....Will we ever get a proper vr update at this point? It would be nice if there were some regular dev updates on the matter, keeping us informed or have I missed something? It's been more than a year and I'm getting tired of the checking and the continued waiting game. I enjoyed the game for a short time when the vr worked ok.....But that was a long time ago it seems. Since then it's been nothing but a bunch of frustrating disappointments!168Views1like0CommentsAnyone Had success with PC+PSVR2?
I'm on a 3070/i7 11th gen/32Gb here and the menus are a slideshow, sub 1fps. I found a post by u/LunchFlat6515 on reddit with suggested settings, but no good. The FAQ says not supported but I assume that's Native PS5 PSVR2 and/ or motion controls. This is just using a Fanatec wheel and SteamVR. @Devs - happy to help if you need anything!Solved1KViews1like6Comments