Ideas

20angryllamas's avatar
20angryllamas
Seasoned Newcomer
3 months ago
Status:
Not A Bug

No Anti-Aliasing Options in VR mode

Trying to get VR up and running after getting the non-vr graphics settings setup, and I found that there are no options beyond TAA and TAA + Sharpening while playing in VR mode. I doubt this is intentional because DLSS and FSR were available in VR for F1 23 and F1 24. I tried to circumvent this with the XML file by manually setting the correct values for DLAA, but it did not seem to work.

Hopefully this can be fixed promptly because TAA looks absolutely terrible and blurry. 

Extra Info:
OS: Windows 11 24H2
CPU: AMD 5700 X3D
GPU: Nvidia 4080 Super
Drivers: 576.52
Headset: Meta Quest 3 through Steam Link VR

16 Comments

  • 20angryllamas's avatar
    20angryllamas
    Seasoned Newcomer
    3 months ago

    After fiddling around for a few hours I seemed to have solved a lot of the blurriness through less than ideal methods:

    Instead of using Steam Link, I switch back to Virtual Desktop which previously caused issues with F1 24, but seems to work better this year. 

    I set my Image Quality in VD to Godlike, 120hz refresh, and set Synchronous Spacewarp to auto (which seems to actually work quite well now). 120hz will solve "head wobble" even with SSW enabled. Godlike mode will resolve a lot of bluriness right off the bat, plus the video encoding on VD is just way better than steam link's. However, the radial blur still existed, so I dug a little deeper. 

    In the config xml (Located in Documents/My Games/F1 25), I started messing with things I figured would contribute to blur. I made sure all Motion blur settings were false, there are two, and they were already false, so no dice there. Then I decided to disable Depth of Field - and disabling that has completely removed the radial bluriness. I'm kind of shocked that that's all it took, but it makes sense when you think about it - and hopefully can be investigated further. 

    I'm happy with the results here, but less than happy with way I had to get there, and how much effort I had to put in to just make the VR version playable. Also still not ideal to not have DLAA available because the aliasing is quite bad still even upscaled to the Godlike setting (which is upscaling like 150% I think?), and upscaling this much requires SSW which still can look weird in spots. 

    Some spare thoughts and hopes for the future:
    1. If someone could figure out what's going on with DoF and blur while in VR, that would probably help a lot here. 
    2. Upscalers need to be implemented, it would be ludicrous to just abandon them - this is going to be paramount to getting the game to look as good as possible and running as smoothly as possible. 
    3. This is a long shot, but I really would like the ability to use VDXR (OpenXR) as my VR run time to squeeze even more performance out of the game. I know folks have been asking for it since F1 22, so it would be pretty great to see it happen. SteamVR is a bit of a hog on resources. 

  • 20angryllamas's avatar
    20angryllamas
    Seasoned Newcomer
    3 months ago

    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.

     

  • EA_Groguet's avatar
    EA_Groguet
    Icon for Community Manager rankCommunity Manager
    3 months ago

    Hey there,

    The decision was taken to remove vendor specific upscaler support for VR in F1 25 based on technical incompatibilities of our VR mode with the latest upscaler models. These incompatibilities could not be resolved, and keeping the options would have given a poor experience to our VR players.

    -Groguet

  • Yes, mine too and i play in VR. No dlss option. EA always releases an unfinished game. Its amazing they dont get the job done.

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