EA Sports WRC Update 1.8 & VR Beta Deployed


Possibly the most anticipated EA Sports WRC update is here: Version 1.8 introduces VR in beta form while also implementing numerous small fixes and adjustments.

Images: EA Sports

Rally fans were disappointed when EA Sports WRC launched without VR support November of 2023, although EA Sports and Codemasters were quick to ensure the community that it would be added later on. With the release of version 1.8, virtual reality has now finally arrived for PC players, albeit in beta form as announced recently.

Of course, this means that VR in EA Sports WRC is not perfectly polished just yet, but rather a work in progress. The initial list of headsets that the mode has been tested with officially is rather short, though others do work as well.

EA Sports WRC: Compatible VR Headsets As Of v1.8​

  • Meta Quest 3
  • Meta Quest 2
  • Meta Quest Pro
  • Valve Index
  • Oculus Rift S
  • Oculus CV1
  • HTC Vive

Partially Supported​

  • HTC Vive Cosmos
  • HTC Vive Pro 2


The VR beta is also compatible with the OpenComposite/OpenVR runtime, meaning any headset using it should also work in EA Sports WRC. We tried running it on a Pico Neo 3 Link, which turned out to work fine in the end - but there were some hoops to jump through first.

For starters, the OpenXR Toolkit that allows signficant performance gains would cause the game to freeze immediately after confirming that you want to run it in VR in the majority of cases. Disabling the Toolkit solved this problem, and on an RTX 4080, the performance was still fine with most graphics settings at ultra - even during night stages at Rally Monte Carlo.

Another hoop in our particular case was tied to Steam Input and an SHH Shifter. Some Steam Input methods cannot be deactivated for EA Sports WRC, and one of them detected the downshift "button" of the shifter in sequential mode as the button to active the SteamVR overlay. This caused a warning screen stating that the VR headset was not available currently to pop up. Hitting "Okay" to make it disappear would allow the game to continue - until the next downshift.

Removing the binding under SteamVR Settings -> Controllers -> Show Binding UI -> VR Dashboard -> Edit -> System Actions fixed the issue for us and made the game properly playable in VR.

EA Sports WRC VR: Enjoy, But Be Careful​

Interestingly, EA Sports WRC launches differently than most other sims when it comes to VR. While usually, a Steam window wih the options to launch on your screen or in VR appears, WRC simply launches in a virtual screen inside your headset and only asks players to confirm whether or not they want to play in VR after the game intro has been played.

The menus are displayed in a "flat" manner like the intro as well. If you enable the option to launch the stage preview in VR already, that will be the first time you see things in 3D in EA Sports WRC before heading to the cockpit of your rally weapon of choice.

Once there, tackling the stages in VR was fun and intuitive, although the visuals were not the prettiest. Things appeared to be a bit washed out, but that only really matters when stationary - pushing 180+ kph mid-stage certainly does not leave much time to admire the scenery. Although it has to be said that looking down into the Monte Carlo valleys in VR is admittedly pretty nice.

EA SPORTS PC VR Beta.jpg


Meanwhile, the beta status of VR in EA Sports WRC is noticeable particularly when loading into stages and service areas. For a few seconds, the VR movement tends to be inverted, or menus do not stay stationary but follow the user's view. This can lead to considerable discomfort pretty quickly, so staying still for a little bit during and after loading screens is advisable.

Once it is running properly, though, VR can be quite an advantage when zipping through the stages. The added depth perception makes it easier to judge where to put your car (and where not to put it!) and gives a better feel for when certain turns are coming up. One thing that stood out to us was the ice patches at Rally Monte Carlo, which were much easier to spot and avoid in VR.

For more on the ins and outs of VR in EA Sports WRC, you can check out the official VR FAQ assembled by EA Sports and Codemasters.

EA Sports WRC v1.8: Patch Notes​

Apart from the addition of VR, several other fixes and updates have been made. These include performance improvements, as well as the option to retire to the next service area in Club Rallys.

New Feature​


Key Updates​

  • Added the ability to “Retire to the next Service Area” in Clubs. Players will receive a nominal time for every stage they do not complete.
  • Fixed an issue in Clubs in which players would receive no penalty for exceeding repair time limit in Service Areas.
  • Addressed an issue on PC and PS5 in which framerates could decrease when using Fanatec hardware.
  • Added 12 new UDP telemetry channels.

Crash Fixes​

  • Fixed an issue in which the game would crash on PC if the player pressed Alt+F4 while selecting a car livery.

Audio​

  • Adjusted crowd audio to increase spectator excitement on stage start.

Career​

  • Fixed an issue in which the player would be demoted to last place after using all of their available restarts.

Cars​

  • Citroën Xsara WRC - Updated interior behaviour so that the driver now uses paddle shift when changing gears.

Clubs​

  • Added the ability to “Retire to the next Service Area”. Players will receive a nominal time for every stage they do not complete.
  • Fixed an issue in which players would receive no penalty for exceeding repair time limit in Service Areas.
  • Players who do not finish a stage (either via retirement or disqualification) will now appear on Club leaderboards in-game.
  • Players who do not finish a stage (either via retirement or disqualification) will now appear on Club leaderboards on Racenet.

Graphics & Performance​

  • Fixed an issue in which foliage would appear inside the car when the player drove through it.
  • Made improvements to snow effects.
  • Chile - Made a number of performance optimisations to foliage in order to help improve framerates.
  • Estonia - Performed an additional pass to gather more PSO shaders, to help reduce stuttering on PC.
  • Finland - Performed an additional pass to gather more PSO shaders, to help reduce stuttering on PC.
  • Monte Carlo - Performed an additional pass to gather more PSO shaders, to help reduce stuttering on PC.
  • Sweden - Performed an additional pass to gather more PSO shaders, to help reduce stuttering on PC.
  • Kenya - Addressed some issues on a number of stages where excessive screen tearing was experienced.
  • Mediterraneo - Made a number of changes in order to help improve framerates.

Input Devices​

  • Addressed an issue on PC and PS5 in which framerates could decrease when using Fanatec hardware.

Locations​

  • Central Europe - Resolved an issue in which some trees did not have collision physics.
  • Central Europe - Made some minor fixes to ground cover.
  • Kenya - Kingono - Fixed an issue in which a Shakedown would not end after crossing the finish line (also fixed on all other stages in the game where this occurred).
  • Monte Carlo - Fixed an issue in which some corners were using gravel physics instead of asphalt physics.
  • Oceania - Waiwera - Fixed an issue in which the player could collide with an invisible object.
  • Oceania - Tahekeroa - Fixed an issue in which the player could collide with an invisible object.
  • Oceania - Noakes Hill - Fixed an issue in which the player could collide with an invisible object.
  • Oceania - Orewa - Fixed an issue in which the player could collide with an invisible object.
  • Sardinia - Rena Majore - Resolved a corner-cutting exploit at an acute hairpin.
  • Sardinia - Monte Olia - Resolved a corner-cutting exploit at an acute hairpin.
  • Sardinia - Littichedda - Resolved a corner-cutting exploit at an acute hairpin.
  • Sardinia - Li Pinnenti - Resolved a corner-cutting exploit at an acute hairpin.
  • Sardinia - Malti - Resolved a corner-cutting exploit at an acute hairpin.

Moments​

  • Fixed a UI issue in which lower XP amounts for Archived Moments were not highlighted.
  • Fixed a UI issue with multiple Moments in which [driver name] placeholder text was appearing in descriptions.
  • Underdog (Season 3) - Fixed an issue in which the environment would render incorrectly partway through the stage.

UDP & Telemetry​

  • Added new UDP telemetry channel: game_mode
  • Added new UDP telemetry channel: result_status
  • Added new UDP telemetry channel: stage_previous_split_time
  • Added new UDP telemetry channel: stage_progress
  • Added new UDP telemetry channel: stage_result_time
  • Added new UDP telemetry channel: stage_result_time_penalty
  • Added new UDP telemetry channel: stage_result_status
  • Added new UDP telemetry channel: vehicle_cluster_abs
  • Added new UDP telemetry channel: vehicle_tyre_state_bl (flags whether a tyre is punctured or not)
  • Added new UDP telemetry channel: vehicle_tyre_state_br
  • Added new UDP telemetry channel: vehicle_tyre_state_fl
  • Added new UDP telemetry channel: vehicle_tyre_state_fr
  • Updated stage_length UDP telemetry channel to more accurately reflect distance from start line to finish line. Players can calculate their progress if they multiply stage_length by stage_progress.

User Interface & HUD​

  • Changed the behaviour of the "Reset to Track" option from the pause menu, to resolve an exploit.
    Resetting via the pause menu is now limited to when the car is travelling at under 10mph.
  • Fixed an issue in Spanish language in which the descriptions for "User Generated Content" and "Co-Driver Call Type" were incorrect.

VR Beta (PC)​


Miscellaneous​

  • Updated staff credits.

What do you make of the latest EA Sports WRC update? Have you tried VR already? Let us know on Twitter @OverTake_gg or in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Its horrible. It doesn't even work with the Pimax Crystal.

Shows in-game a 2D screen and the tracking is all over the place. Unusable.

EA/CM made the worst native VR implementation ever. Even worse than F1.
Ooof, sounds rough - it is clearly a beta and Pimax isn't listed as a supported headset yet though
 
Premium
I got it to load up in steam VR on the Crystal. Seems to be a bit of a mess though. I'd like a way to navigate the menus using mouse and keyboard, as generally for VR racing sims I don't use the VR controllers at all.
 
Staff
Premium
I got it to load up in steam VR on the Crystal. Seems to be a bit of a mess though. I'd like a way to navigate the menus using mouse and keyboard, as generally for VR racing sims I don't use the VR controllers at all.
Interesting, mouse and keyboard worked for me without issues. The only time I grab the VR controllers at all is to start the DP connection, that's it :D
 
so far it's been working good for me, i've noticed some weird jitters but that could just be my pc specs, i hope they continue to work on it and optimize the vr a bit more but my expectations were really low and they succeeded them
 
Its horrible. It doesn't even work with the Pimax Crystal.

Shows in-game a 2D screen and the tracking is all over the place. Unusable.

EA/CM made the worst native VR implementation ever. Even worse than F1.
Sorry bruh, but your headset is not in the list of priority at this time, please check back in September would you?
 
Premium
Is there an option to lock the camera to the horizon ? Dirt Rally 2 was unplayable for me without it.
There is. For me the game is constantly crashing back to desktop when the stage is loaded and I get in the car though.

On Quest 2. Got it to run a couple of times, must investigate further what is causing the crash. Saw someone mentioning OpenXR toolkit not being too compatible.
 
I bought this game solely on it's promised VR integration, which I'm glad is finally here. I have yet to try it on my Quest 2 but as F1's integration has been dismal and completely unplayable for me, I don't have great faith in EA to deliver anything functional here. The previous comments seem to be confirming this as well.
 
Getting it to run with the Quest 3 was easy, but looks like a Rift from the graphics even most stuff is allegedly on ultra. EA WRC is dead for me with this poor VR-implementation.
Edit: It got quite better with AA on high, DLSS on and anisotropic filter on max.
 
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Premium
Got it running, it seems like OpenXR Toolkit was causing the crashes.

The best option for me (Quest 2) seems to be using 1.4x supersampling (or more) in Quest Link, and DLSS in game. Getting good framerate and decent quality, medium settings in game.

Running no upscaling in game is either very flickering (low AA) or very blurry (medium or higher AA), and using any significant supersampling in Quest Link kills the framerate, with the game still flickering or blurry.

Running DLSS alone is also very blurry, but applying supersampling in Quest Link helps a lot, and it doesn't kill the framerate. Ok, so it has some ghosting and other unwanted side effects, but for me this seems to be the best option.
 
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Sorry bruh, but your headset is not in the list of priority at this time, please check back in September would you?
Normally OpenXR compatibility means that it works with all OpenXR compatible devices. EA/CM/the developers did something specifically to ruin the compatibility. I have hundreds of VR titles and most titles that I play are OpenXR compatible. The all work with zero issues including a lot of freeware titles. Its just pathetic that such a huge company cannot get it to work for all devices. What's going to happen in September?
 
Where in the list of supported headsets do you see the Pimax Crystal?
Since when do the developers decide on what HMD their title runs?! (Except commercial deals with certain brands, but that isn't the case here)

Only EA does this. It's completely ridiculous.

The whole purpose of OpenXR is that it works on all devices.
 
Premium
Since when do the developers decide on what HMD their title runs?! (Except commercial deals with certain brands, but that isn't the case here)

Only EA does this. It's completely ridiculous.

The whole purpose of OpenXR is that it works on all devices.
But it's not always so. For example: Recently, Meta pushed a software update which broke OpenXR compatibility with Digital Combat Simulator. It didn't break for any other titles that I know. So Meta blamed the DCS developer, and they blamed Meta and spent a good month making a fix for it. So OpenXR is obviously not a perfectly defined standard that's compatible with everything, always.
 
But it's not always so. For example: Recently, Meta pushed a software update which broke OpenXR compatibility with Digital Combat Simulator. It didn't break for any other titles that I know. So Meta blamed the DCS developer, and they blamed Meta and spent a good month making a fix for it. So OpenXR is obviously not a perfectly defined standard that's compatible with everything, always.
Good point. Let's hope that it's also EA/CM's goal is to make it compatible. Even that is unclear at this moment.
 
anyone got virtual desktop working i tried using vdxr and steamvr , steamvr did not work and vdxr went black after it started the laoding screen, after selecting car and track and loading up the pits screen before starting and loading game into vr. its displayed on my monitor but the view is no where near where it should be
 
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Got it working with a VP2 and plain jane steamvr without much hassle. Didn't expect much from it and it hasn't delivered much. Visuals are...underwhelming? Using a 4090 with DLSS and foveated all disabled. Everything else cranked up save for reflections and post processing. Given the complaints I heard about the game's visuals on the flat screen, not too shocked, but it seems like a significant step back from DR2 in the VR fidelity department.

Will root for them to improve the general experience moving forward. Driving feels very similar to DR2 with more bite in the tires and less float in the turns. It's definitely "off," just in its own way. The stages are great fun so far though. Despite reminding me of PS1 racing game visuals even at 3400x3400 per eye, the variety and lengths of stages are a welcome change.

Codemasters and EA seem to have found their lane together cranking out mediocre experiences with great base content (cars, stages, etc.) and licensed atmosphere. Honestly surprised the VR is as functional as it is considering the team behind it. Even with everything turned up and scaling/rendering assists turned off, it's got the same muddy, pixelated and washed out VR visuals that F1 '23 excelled at producing.

They can keep my money, I'll find a way to have $35 worth of fun launching these rad rally cars in a completely amateur and uncontrolled manner across their honestly very cool stages.
 
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