This issue has persisted since 23 /24 and makes the game unplayable.
When in game, there is a head tracking problem which gives the feeling of "wobbling", and it seems to be that the tracking is delayed or out of sync, causing stutter when moving your head. This causes instant sickness and makes it unplayable.
I'm yet to find a post in the community with a fix and it seems to be a very common issue.
My specs:
5700x3d 32GB Ram Nvidia 5070TI Quest 3 via SteamVR (Link cable and virtual desktop) running at 90hz Tried a wide range of settings, including dropping everything to the minimum. No avail.
I have the same issue. I am using a Quest 3 and Virtual Desktop.
I believe it is related to a lack of smoothing of the motion headset positional data. I say this because it is worse when:
Wheel controller provides vibration-style force feedback
HF8 haptics seat produces vibration
I believe these are causing micro-vibrations that are translating to very small movements in the headset. These values are probably either being clipped or rounded up without any kind of smoothing, causing relatively larger changes to the rendering camera position in the game.
No other racing game I play has this issue, so there is definitely a solution, and probably not a very complex one either.
I had to get a refund on the game via Steam solely due to this issue. If it is fixed, I will buy it again - the game seems great otherwise.
For my case I could narrow down that the issue happens when GPU was not able to reach and keep the headset target fps.
In my situation, I was setting Pimax at 120fps but it was struggling to reach 100fps average and the heading movement was terrible.
Then I set Pimax to 90Hz, that to MY system, it could keep the target fps constantly with some free time and head movement was now much better.
EA_Groguet TO DEVS: Looks like the head tracking is somehow with lower priority than rendering the target fps (IMHO it should be the other way around). So even at high fps (100fps in my case), the fact that GPU is struggling all the time makes the head movement not being processed in the time frame as it should.
Disable HAGS in Windows While in game open the game bar (windows key + g) and look for the setting "remember this is a game", make sure this is checked In windows graphics options add the games exe and make sure its running in high performance.
I tried all of these options, but it didn't have any impact on the problem.
Any updates on this investigation? Could you observe and confirm the problem? Would be nice to get a feedback, if the problem is being addressed.
I did some more testing and one thing that obviously influences the effect is the scaling factor in VR settings. It doesn't eliminate the problem, but seems to impact on the probability of correct vs. false head angles. With 171 I at least get less false frames, but that is of course not a fix, but hopefully a hint to the engineers. Also the effect changes with menu overlay on or off, also rain animation seems to impact.
Even more astonishing is the fact that if you have the menu screen overlayed with the scene and then turn your head, the overlay is moving smooth while the 3D scene is jittering relative to it. So very obviously, the game does receive the correct head tracking information, but the computation is only done correctly for the menu, not for the scene. I tried to record that through the lens, but it is hard to see, if you are not experiencing it in VR with combined head and gaze movement focusing on a single spot.
Here are two frames, both taken from the same sequence with constant head rotation speed and recorded through the lens. Due to the camera shutter time, you see about 2 consecutive VR headset frames mixed, which indicates the head movement. The first shows the jitter in the lower half of the frame, especially looking at the "N" of the gear display on the steering wheel. The jitter happens in the complete frame, but I guess due to rolling shutter of the camera it only was partially captured. The second image shows a clean movement, with small shift corresponding to the head movement speed. Unfortunately artefacts from the through the lens recording are mixing up with the effect. I will try again with a screen recording, but not sure if the effect is also happening there. If such a clip is then post processed by removing the head motion for a small viewing area, the jitter should become evident on video.
Thanks in advance for your support! BTW, this is the coolest racing game out there in my opinion. It should be running flawlessly in VR!
❗Note from Dev: An update to the SDK for VR in F1® 25 will be made in an upcoming patch, with the goal of improving the performance overall and issues such as this. Thank you for your ongoing support on this topic - we will appreciate your feedback once published. For a VR setup/troubleshooting guide, click here.
we hope. I hope so. I would like to play without having to take into account this problem, for others unplayable but I just to play a career with a friend I am enduring, but the driving experience is very inaccurate. A small example if I slightly lose the macchian in countersteer, it is really hard to understand what is happening. This is coming from someone who has raced and raced uncovered cars for years on sims. I understand that there are only a few of us, but VR in racing games will become a standard, already for so many like me it is indispensable. I also understand that you have to sell to the masses but I think it is possible to make a versatile product even if it is not sim.