Ideas
Hi, thanks for taking the time to respond. I understand that these technologies are not exactly the easiest to understand for consumers or implement developers, and that it does take herculean efforts to put out a yearly release like this series while keeping up with the tech.
All that being said, I want to point out how frustrating it is that this has been seemingly been dismissed with the status change, and very disheartening to read: "keeping the options would have given a poor experience". The shipped experience is very poor. And no path to resolution has been offered to improve it. It feels like this is being "resolved" outright as a "non-issue", so hopefully I can flesh out a bit more about my experience so far.
When I am playing the game in VR, the area outside of the cockpit is incredibly blurry. If I increase the render resolution to 200%, I get a small amount of blur cleared up, but anything further than the nose of the car is still extremely blurry. The blur is intense enough to make the track's corner markers illegeible even at slow speeds. It also makes it hard to identify certain landmarks on the track because they begin to "smudge" at higher speeds.
What makes this more confusing is that F1 23 and 24 worked quite well in VR with DLSS, and I currently have the 3.10.2.1 transformer model dlls running in F1 24 in VR with no glaring issues. So I'm having a hard time coming to terms with the idea that DLSS, let alone all three major upscaler methods are causing technical issues specifically in VR.
I understand that VR is a niche, but I am someone that plays near exclusively in VR, and would like to at least have an experience on par with the previous games rather than worse which it currently is, hopefully the team can understand how frustrating that is.
Very true words. This game is the only game I can't play in vr. It's just impossible. I spent again 60 euro to have the same exact experience since f1 22. That unbelievably disgusting.