There was a time when I enjoyed every release of Codemasters' F1 series. I would complete a career and enjoy every race. As a fan of F1, I appreciated what Codemasters was doing... and I still do, EXCEPT for one MAJOR problem, and now going on for four years, four releases, this is STILL a problem.
Then I bought an Oculus Rift in 2017. Within the first hours of trying it out in PCARS, while racing down
Döttinger Höhe in a Porsche, the "evening" sun rays coming through the wind screen, my eyes literally teared up. It was unlike any other experience I ever had before in sim racing. I spent hours trying out the various sim-racing titles I have that offered similar VR experiences.
So later that year, as I always did, even though I knew it still didn't support VR, I bought the newest release of F1 2017. I thought, because I enjoyed it so much previously, that I'd still enjoy it. I played it for about four hours, then went back to my other sim-racing titles that do support VR, never to return to F1 2017 again. $60 wasted.
I keep watching and waiting for Codemasters to get with the program and catch up. I think the title still looks wonderful and I appreciate the work they do for the franchise, but I just don't have a reason to buy it any longer. Without VR, it just doesn't deliver the same experience that I've been getting from other titles for over three years now.
Having developed content myself for VR in Unreal Engine, the excuse they're giving just doesn't seem valid. Yes, you need to set up a compatible or alternate HUD for VR, and be sure the rendering engine is optimized for VR, but these days, that's not that difficult. They should know how to make it work for their rendering engine, or have the resources to do so. I think this is either an issue with getting approval from F1, or it may be just pure laziness. Completely disregarding a growing and substantial part of the market--there's no excuse for it. Codemasters has become too comfortable with this license, they crank out a new version each year, get their money--why put any additional effort? Well, today, it would result in more sales and revenue.
AC, ACC, rFactor2, PCARS... and more. They've all supported VR for a few years. I have an incredible ultra-wide, fast-refresh, low-latency monitor for FPS and other games that don't support VR. However, for sim racing, VR is pretty much mandatory because of the experience it delivers (even with an Oculus Rift purchased in 2017).
I do really care about every Codemasters F1 release each year. I was a loyal customer. This title looks more amazing with every yearly release--it DESERVES VR capability. Also, Formula 1 deserves it. That's why I posted this. I REALLY WANT to enjoy it again, but without VR, only getting about a third of the experience from a 2D computer screen, I just don't have a reason to spend any time with it, even if it was free.
The video below--an example, a reason why I don't see a need to purchase yet another non-VR F1 title from Codemasters until VR is supported. A capture from Assetto Corsa in VR.
For those who've never experienced VR, this capture shows less than a third of what you really experience. This video shows a "2D" capture from the left display. It doesn't show the "depth" and perfect tracking you experience, and that the FOV is much wider in the headset, going well beyond the mirrors.
In VR, specifically for F1, today's
Halo Design becomes blurry and "double imaged," and your brain "filters" it out as you look past it and down the track. Place your hand out in front of your face, fingers extended. Focus on your fingers first, then focus on something across the room. Without re-focusing on them, force your brain to "notice" how your fingers are out of focus and double-imaged. With its' dual displays and Fresnel lenses, a VR headset tricks your brain to do the same thing, Then add to this the wider FOV, seamless tracking, and that you can look at anything, only limited by how far you can turn your head (or by the sides of the "virtual" cockpit or seat head restraints).
In contrast, one of the last videos I recorded with F1 2016--a POV with a head-mounted action cam.
Back to VR, Laps around Red Bull Ring. Notice how I can look around and admire the track (and balloons above).