VR Targeted For “End of April” In EA SPORTS WRC

VR Targeted For “End of April” In EA SPORTS WRC.jpg
PC players, and OverTake community members, have been clamouring for a virtual reality update. Now it seems it is heading to EA SPORTS WRC soon.

At the beginning of March, EA SPORTS WRC developer Codemasters confirmed that virtual reality support for the title was still in development.

Today, 3rd April 2024, the team has published a gameplay preview of VR in action, and it is “targeting the end of April as a release window.”

Created using OpenXR, it will be a free update to all PC players – no, sorry, before you ask, there is n PS VR2 support.

EA SPORTS WRC VR Jon Armstrong.jpg


A much-requested feature, briefly gameplay is shown, with Jon Armstrong – Game Designer, but also rally driver, competing this season in the European Rally Championship – testing out a variety of cars in the mode.

Any indicators of performance levels will wait until we go hands-on, hopefully later this month.

In addition to VR, once again, an esports competition is mentioned, with details expected later. For now, a new menu tab will be added thanks to a new update. Speaking of which...

Season 4 and Patch 1.7 Landing 4th April​



Ahead, then, of VR, will be yet another patch, following March’s 1.6 update.

The next set of fixes includes showing snow and dust behind a car during replays, improved rain effects (which were visually sub-par at times), and the supposed removal of vibration quirks.

Perhaps more pertinently, further work on improving frame rate stability is said to have been undertaken.

In terms of new content, Season 4 will arrive at the same time, which means a new set of quick-fire Moments scenarios and a refreshed Rally Pass to potentially unlock three new fictional livery designs.

EA SPORTS WRC Season 4 Rally Pass.jpg


Provided you haven’t entered one previously, three months of the Rally.TV service (to watch live the real-world World Rally Championship) is once again up for grabs. This time, simply compete in the official Croatia Rally clubs event in-game to claim a free pass.

The full changelog is below, and we’ll also report back when VR is released.

EA SPORTS Version 1.7.0 Update Changelog​

New Content​

  • Added 10 Rally Pass Season 4 cosmetic items, in the Free tier.
  • Added 15 Rally Pass Season 4 cosmetic items, in the VIP tier.
  • Added 5 Rally Pass Season 4 cosmetic items, in the EA Play tier.
  • Added a new Season of Moments, with a new challenge going live every day (~60 in total).

New Features​

  • Added functionality for esports WRC. Esports tab in main menu will go live when the competition is ready to begin.

Key Fixes​

  • Addressed an issue in which controller vibration was constantly applied when not driving.
  • Addressed an issue in which Vibration & Feedback settings were not working as expected on PS5.
  • Fixed an issue in which dust and snow kickup effects were not being generated in replays.
  • Made improvements to rain effects.
  • Made a number of performance optimisations to cloth-based visual effects in order to help improve framerates across all locations.
  • Made a number of performance optimisations to collision-based visual effects in order to help improve framerates across all locations.
  • Made a number of minor performance optimisations across Estonia, Iberia, Mexico, Oceania and Pacifico.

Crash Fixes​

  • Fixed an issue with Quick Play Multiplayer in which a player would experience a game crash after inviting a previously kicked player back to a lobby.
- - - - - - - - - -

Audio​

  • Addressed a number of issues on several cars in which the engine audio did not properly match the vehicle's RPM.
  • Made a number of adjustments to crowd and spectator audio.

Career​

  • Fixed an issue in which WRC2 cars would not appear on the podium.

Cars​

  • Fixed an issue on several cars in which a pink placeholder texture was visible on the windshield banner from interior views.

Graphics & Performance​

  • Made a number of performance optimisations to cloth-based visual effects in order to help improve framerates across all locations.
  • Made a number of performance optimisations to collision-based visual effects in order to help improve framerates across all locations.
  • Fixed an issue on PC in which trees would stretch abnormally when set to Ultra Low.
  • Fixed an issue in which dust and snowkickup effects were not being generated in replays.
  • Made improvements to rain effects.
  • Estonia - Made a number of performance optimisations to foliage in order to help improve framerates.
  • Iberia - Addressed a number of areas in which framerate would drop significantly.
  • Mexico - Made a number of performance optimisations to foliage in order to help improve framerates.
  • Oceania - Addressed a number of areas in which framerate would drop significantly.
  • Pacifico - Addressed a number of areas in which framerate would drop significantly.

Input Devices​

  • Addressed an issue in which controller vibration was constantly applied when not driving.
  • Addressed an issue in which Vibration & Feedback settings were not working as expected on PS5.

Livery Editor​

  • Removed dark variants of fictional sponsor logos from decal selection menus. Existing liveries using these will not be affected.

Locations​

  • Central Europe - Rouské - Resolved a corner-cutting exploit.
  • Central Europe - Lukoveček - Resolved a corner-cutting exploit.
  • Central Europe - Raztoka - Resolved a corner-cutting exploit.
  • Central Europe - Žabárna - Resolved a corner-cutting exploit.
  • Central Europe - Provodovice - Resolved a corner-cutting exploit.
  • Central Europe - Libosváry - Resolved a corner-cutting exploit.
  • Central Europe - Rusava - Resolved a corner-cutting exploit.
  • Mediterraneo - Asco - Addressed an issue in which a reset zone did not adequately cover spectators.
  • Mediterraneo - Ponte - Addressed an issue in which a reset zone did not adequately cover spectators.
  • Mediterraneo - Monte Cinto - Addressed an issue in which a reset zone did not adequately cover spectators.
  • Mediterraneo - Serra Di Cuzzioli - Addressed an issue in which a reset zone did not adequately cover spectators.
  • Mexico - Addressed a small number of corner-cutting exploits across all stages.
  • Oceania - Oakleigh - Addressed a number of issues in which reset lines were either missing or too close to the road edge.
  • Oceania - Doctors Hill - Addressed a number of issues in which reset lines were either missing or too close to the road edge.
  • Oceania - Taipuha - Addressed a number of issues in which reset lines were either missing or too close to the road edge.
  • Oceania - Mareretu - Addressed a number of issues in which reset lines were either missing or too close to the road edge.
  • Japan - Lake Mikawa - Addressed a corner-cutting exploit.
  • Japan - Kudarisawa - Addressed a corner-cutting exploit.
  • Japan - Habu Dam - Addressed a corner-cutting exploit.
  • Japan - Habucho - Addressed a corner-cutting exploit.

Quick Play​

  • Fixed an issue in Quick Play Solo in which the Automatic Repairs Assist would improperly trigger after receiving damage Shakedown.

UDP & Telemetry​

  • Added new UDP telemetry field to identify when a player is currently in Shakedown - stage_shakedown

User Interface & HUD​

  • Addressed an issue with the HUD in which the handbrake light would not activate. It should now activate once handbrake input is 1% or higher instead of 100%.
About author
Thomas Harrison-Lord
A freelance sim racing, motorsport and automotive journalist. Credits include Autosport Magazine, Motorsport.com, RaceDepartment, OverTake, Traxion and TheSixthAxis.

Comments

EA Sports has released the new patch v1.7 for its WRC. As you can read from the complete changelog , the update brings with it some new features, but above all several improvements and bugfixes.
The developers also confirmed on social media that the long-awaited patch to bring the VR mode to the PC version of the game will be released at the end of April.
 
Last edited:
Staff
Premium
Agreed, the stages are generally very good and plentiful. Except the winter stages in Sweden/Norway. The snow banks are hard as rock, which is totally off. The same as in DR2. In the real world, snow banks are generally soft, and will pull the car into them if you touch them with the nose. So I reckon this is a deliberate choice, to dumb down the experience, as this can be very frustrating. But that's the way snow banks work, so... I would prefer them frustratingly soft, like in real life, rather than rock solid.

The snowbanks in DR1! :inlove:
 
I'm surprised they are making good progress with VR yet can't figure-out how to deal with the lighting exposure issues that make many stages a washed-out, overly bright experience for many combos of hardware and settings. It relates to the auto-exposure feature (that isn't needed, but cannot be turned off or asdjusted even with .ini files).

I'd also appreciate water splash physics where the water does not have the consistency of thick mud or wet cement. That was reported before Day 1, yet remains unaddressed. It can't be that hard to fix, can it?
 
ah, you beat me to it. I never plowed into a real snowbank in real life, but you Northerners were enthusing about an update that provided "real" snowbanks for the first time ever. Let's face it, even in RBR they were said not to be very convincing.
lol SNOW banks are not always nice soft fluffy pillows. You slide off the road into a berm pushed up by the snowplow and there is a good chance your entire front corner will be wrinkled, if not mangled.
 
Premium
Neither the original or the ones RSF have chosen to use feels convincing. The DR1 ones however. That was amazing.
Then it was most likely the DR1 snow banks I remembered so fondly. Perhaps time to fire it back up and have a go at it.

It's been many years since I hooked into a snow bank in real life, but I will remember the feeling forever..
 
lol SNOW banks are not always nice soft fluffy pillows. You slide off the road into a berm pushed up by the snowplow and there is a good chance your entire front corner will be wrinkled, if not mangled.
This. The consistency varies a lot depending on amount of recent snowfall, temperatures, ploughing techniques and how long ago it was ploughed, etc., etc. Very difficult to do dynamically in a sim.

But, what of all the new controller bugs and performance issues that are reported after 1.7 update?? It seems it will take many years to have a stable, properly working game at this rate.
 
lol SNOW banks are not always nice soft fluffy pillows. You slide off the road into a berm pushed up by the snowplow and there is a good chance your entire front corner will be wrinkled, if not mangled.
The snowbanks in WRC definitely feel more like concrete than snow and by comparing real footage I also think, that the real grip with those studded tyres should be better. There are 1:1 stages in WRC and I couldn't go flat through some corners the real WRC2 did. I guess they reduced the grip, so that sim-racing-'experts' don't call it simcade for being realistic.
 
I'm surprised they are making good progress with VR yet can't figure-out how to deal with the lighting exposure issues that make many stages a washed-out, overly bright experience for many combos of hardware and settings. It relates to the auto-exposure feature (that isn't needed, but cannot be turned off or asdjusted even with .ini files).
It i don't play the game, so I watched a few onboard videos on different stages and it seems related to artistic choices, too much bloom and contrast ; not to mention the color balance which makes some stages looking like late 2000 games, with yellow or brown filter. I have no experience with the game, but a wrong autoexposure would lead to huge lightning changez every few seconds at such speeds, it would be atrocious, it doesn't seem the case here. But you play the game, I don't.
But, what of all the new controller bugs and performance issues that are reported after 1.7 update?? It seems it will take many years to have a stable, properly working game at this rate.
What amazes me is how many players have been writting there on OT for months that the game have been running perfectly well, a smooth experience, and the proof is in this changelog that optimization is far from being great. A lot of work is expexted with this patch, which are good news, but it just shows how unreliable players are when giving information on OT. I don't see the point of that, it is really childsh and disrespectful. Interesting to learn about these issues introduced with last patch, but that's part of... early access.

Anyway, all of this is positive for EA WRC users and proof that the game needed at least other 6 months of development. It was an early access priced between an official early access game and a full game, this is where Ibhave mixed feelings about these business practrices. Ea has plenty of money (or the capacity to borrow it) to finance the game without needing to make you give your hard earned cash. In that case, payers (because remember they on't own the game) have been financing these further crucial developments as free bankers, not charging interests, and they are hostages of EA's will to fullfill its promises.

In reality though, payers are not even financing the game, they are just financing a few reporting ratios, like the average working capital / turnover, which just shows how much money has to be spent to generate 1€ (chose.your money) of turnover. You will understand that postponing a game's lainch 6 months later is going to heavily increase that ratio during 6 months. These are 2 bad quarters for the company's performance. If the game's launch is not postponed, sales are made, cash enters earlier, there is less need for cash to generate the turnover. At the end of the year, as this is an average ratio on the whole year or the project (which I hope is followed independantly, because it is easy to make up figures with a project split in 2 years), sales and costs will be the same, and the ratio will be the same in both cases. But each month, each quarter, the ratio is much better in one case than the other : the one when players pay for unfinished products obviously. So basically, when dealkng with such big cmpanies, this is what the hype and our lack of patience is used to : to improve a few ratios in a few cells in a reporting, to please a CEO who will proudly show these figures to his shareholders ; absolutely not to make or improve a game, this is as simple as this.

A bit long there but I think better informed players are better consumers. I'll keep an eye on the game, but I'm pretty sure WRC 25 will not.be far away when this game is finished...
 

Latest News

Article information

Author
Thomas Harrison-Lord
Article read time
5 min read
Views
3,607
Comments
32
Last update

What would be the ideal raceday for you to join our Club Races?

  • Monday

    Votes: 2 18.2%
  • Tuesday

    Votes: 1 9.1%
  • Wednesday

    Votes: 1 9.1%
  • Thursday

    Votes: 2 18.2%
  • Friday

    Votes: 4 36.4%
  • Saturday

    Votes: 8 72.7%
  • Sunday

    Votes: 5 45.5%
Back
Top