EA SPORTS™ WRC

EA SPORTS™ WRC

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Wilck 5 SEP 2024 a las 7:23
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VR Users - START GUIDE
MAJOR UPDATE in 01/05/2025 *Engine.ini to FSR MODE. *New Engine.ini to DLSS QUALITY. UPDATE in 07/04/2025 *New graphics settings (The game is more heavy in the last update) *new recommended FOV... heavy... =\ *Use DLSS 310.1 file *new refinaments for the DLAA; UPDATE in 31/03/2025 *Complete overhaul of the GUIDE; *DLAA is the default option now; UPDATE in 26/03/2025 *Adjustments for the 2.3.1 version of the game: *Changes in: eye adaptation, color mid, sharpening and AA Quality; *Recommend using DLSS 310.1 and PROFILE J (10); DLSS 310.2 and Profile K doesn't resolve very well the Anti Aliasing and ghosting. UPDATE in 19/02/2025 *Removed various command lines UPDATE in 30/01/2025 *Adjustments for the 2.2.1 version of the game *A few upgrades in quality graphics and FOV for GODLIKE setting. UPDATE in 26/01/2025 *Notes about DLSS 4 (310.2) *Night mode (sound) for Q3 *AF 16x is now possible with new DLSS. UPDATE in 05/12/2024 *Add some lines to force better material upscaling UPDATE in 13/11/2024 *Include external link to definitive fix for the microstutters. UPDATE in 03/11/2024 *Presets for others GPUs ready to play on Quest 3. UPDATE in 22/10/2024 *Lock the DLSS profile in engine.ini (Help with image stability) *Lock the bloom quality to resolve the snowflackes

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REQUIREMENT

- High tier CPU (i5 - serie 13 or above), AMD (serie 7000 or above), x3D chips recommended
- High tier NVIDIA GPU - 4070Ti or above
- Disable OpenXR Toolkit
- OpenXR headset preferable
- At least 12 GB of VRAM
- GPU with DLSS capable (preferable)

- A LOT OF PATIENCE...

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IMPORTANT

*Use DLSS 310.1 and Force DLAA (Great Clarity):
Works even better than DLSS Auto MODE ON. But have a BIG glitch in some sky and trees. It's more heavy than DLSS Auto, BUT the results even in lowest resolutions (2500x2500) are very, very decent.

* HistoryScreenPercentange create several bugs in AMD cards. Drop off if you use AMD cards. The image will lose a LOT of resolution...

*Any adjust include in [SystemSettings] create the right eye black frame. So if you have this glitch remove all the codes and this headline there.

*Don't use the Post Processing in Ultra, create the wrong camera position in left\right eye.[

*OpenXR Toolkit DON'T WORK in this game. There is nothing to do about it.

*Disable SMT (AMD or INTEL) DO IT! This engine hate SMT!

*For MICROSTUTTERS - Disable "Control Flow Guard for the WRC.exe. Instructions on the link below.


*Use DLSS 4 (310.1) - NOT the 310.2 - DLSS file has to be installed manually on the game folder. It's a game change, brings better LATENCY (a lot), sharpening, fluidity and have only a few artifacts now. RECOMMEND! [/b] This engine.ini already choose the profile.

Game folder C:\xxxxxx\Steam\steamapps\common\EA SPORTS WRC\Engine\Plugins\Runtime\Nvidia\DLSS\Binaries\ThirdParty\Win64 Download the version 310.2 at: https://www.techpowerup.com/download/nvidia-dlss-dll/

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After +285 hours of testing, gaming and searching for tweaks, trying to achieve the best quality on VR and FLAT gameplay on this game, here is my tips and know-how acquired.

Here the hardware and software used.
Quest 3 – V74
PCVR - 9800x3D + 2x16 GB (6000 Mhz) + SSD Nvme 4.0 + RTX 4090
Virtual Desktop 1.34.2
EA WRC - Version 2.3.1 beta VR
Windows 11 24H2

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NVIDIA DRIVER ADJUSTS
Let’s talk about the nvidia drivers. Some adjusts is necessary here:

Used version: 561.09

Go on Manage 3D Settings - Program Setting
Add a profile for the EA WRC, if not exist, and change:

- Texture Filtering Negative LOD bias – “Clamp” (Helps with the textures)
- Texture Filtering Quality – "High"
(High Quality is [b/RECOMMEND[/b] cost about 8% more, BUT resolve very well the textures in game)
- Vsync – “Fast” (Games running on window mode, I like to fix this config)
- Low Latency Mode – “On”
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VIRTUAL DESKTOP ADJUSTS
Run the game on VDXR mode.

On the VD Quest App – Tab Streaming
  • VR Graphis Quality – “ULTRA” (2688x2784 per eye) - For steamVR users try to match this resolution)
  • VR Frame Rate – “80 fps"
  • Decode - H264+
  • VR Bitrate – “450 Mbps”
  • No sharpening
  • Gamma - "0.99"

Advanced Options (THIS ITEMS ARE IMPORTANT)
  • Snapdragon Game Super Resolution – “ON” – In another games I choose OFF, but in this game it’s necessary. (Every extra performance is useful)
  • Track controllers – “OFF” – This option disables Quest 3 Controllers and Hand Tracking inputs. – Why off? The inputs on Quest, sometimes bugs\overlap the controllers in game, and request the restart of everything.
  • Increase color vibrance – “ON” – Helps with the color pallet in game. (GAME CHANGER)

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ENGINE.INI - ADJUSTS

This is an extensive topic, because a lot of tweaks are necessary on this file to run this game decently. Put the codes on the file locate in:
C:\Users\XXXXXXXXXX\AppData\Local\WRC\Saved\Config\WindowsNoEditor

FOR DLSS QUALITY (310.1) - PROFILE J (10) - VD at GODLIKE - 80 FPS - FOV 88H / 78V

[/script/engine.renderersettings] r.EyeAdaptation.LensAttenuation=0.70 r.Tonemapper.Sharpen=1.68 r.Tonemapper.GrainQuantization=0 r.Color.Mid=0.49 r.Color.Max=0.94 foliage.DitheredLOD=0 r.DefaultFeature.AntiAliasing=2 r.TemporalAAPauseCorrect=1 r.TemporalAA.Upsampling=1 r.TemporalAACatmullRom=1 r.TemporalAA.Algorithm=1 r.TemporalAA.Upscaler=1 r.PostProcessAAQuality=4 r.AntialiasingMethod=2 r.TemporalAA.Quality=3 r.TemporalAACurrentFrameWeight=0.15 r.TemporalAAFilterSize=0.15 r.TemporalAASamples=4 r.NGX.Enable=1 r.NGX.DLSS.Enable=1 r.NGX.DLSS.DilateMotionVectors=1 r.NGX.DLSS.EnableAutoExposure=1 r.NGX.DLSS.Preset=10 r.NGX.DLSS.Reflections.TemporalAA=0 r.NGX.DLSS.WaterReflections.TemporalAA=0 r.NGX.LogLevel=0 r.NGX.EnableOtherLoggingSinks=0 r.Velocity.ForceOutput=1 r.BasePassOutputsVelocity=1 r.Velocity.EnableVertexDeformation=1 r.VertexDeformationOutputsVelocity=1 niagara.CreateShadersOnLoad=1 r.Streaming.LimitPoolSizeToVRAM=1 r.Streaming.FullyLoadUsedTextures=1 r.SceneColorFringeQuality=0 r.SceneColorFormat=3 r.Upscale.Quality=5 r.Upscale.Softness=0 r.BloomQuality=3 r.FastBlurThreshold=0 r.FilmGrain=0 r.SSR.Quality=1 r.SSR.MaxRoughness=0.01 r.LightShafts=0 r.TranslucentLightingVolume=0 r.TranslucencyVolumeBlur=0

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FOR DLAA (DLSS 310.1) - VD at ULTRA - 80 FPS - FOV 78H \ 58V
(OUTDATED)

[/script/engine.renderersettings] r.EyeAdaptation.LensAttenuation=0.70 r.Tonemapper.Sharpen=1.65 r.Color.Mid=0.49 r.Color.Max=0.94 r.Tonemapper.GrainQuantization=0 r.TemporalAA.HistoryScreenpercentage=120 r.DefaultFeature.AntiAliasing=2 r.TemporalAAPauseCorrect=1 r.TemporalAA.Upsampling=0 r.TemporalAACatmullRom=1 r.TemporalAA.Algorithm=0 r.PostProcessAAQuality=6 r.AntialiasingMethod=2 r.TemporalAA.Quality=2 r.TemporalAACurrentFrameWeight=0.15 r.TemporalAAFilterSize=0.10 r.TemporalAASamples=2 r.NGX.Enable=1 r.NGX.DLAA.Enable=true r.NGX.LogLevel=0 r.NGX.EnableOtherLoggingSinks=0 r.TemporalAA.Upscaler=1 niagara.CreateShadersOnLoad=1 r.Streaming.LimitPoolSizeToVRAM=1 r.Streaming.FullyLoadUsedTextures=1 r.SceneColorFringeQuality=0 r.SceneColorFormat=3 r.Upscale.Quality=5 r.Upscale.Softness=0 r.BloomQuality=2 r.FastBlurThreshold=0 r.FilmGrain=0 r.TranslucencyVolumeBlur=0 r.SSR.Quality=1 r.SSR.MaxRoughness=0.01

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FOR FSR 2 - VD at GODLIKE - 80 FPS - NO FOV ADJUST
(NEWER!)

[/script/engine.renderersettings] r.EyeAdaptation.LensAttenuation=0.70 r.Tonemapper.Sharpen=2.20 r.Tonemapper.GrainQuantization=0 r.Color.Mid=0.49 r.Color.Max=0.94 foliage.DitheredLOD=0 r.DefaultFeature.AntiAliasing=2 r.TemporalAAPauseCorrect=1 r.TemporalAA.Upsampling=1 r.TemporalAACatmullRom=1 r.TemporalAA.Algorithm=1 r.PostProcessAAQuality=4 r.AntialiasingMethod=2 r.TemporalAA.Quality=3 r.TemporalAACurrentFrameWeight=0.20 r.TemporalAAFilterSize=0.15 r.FidelityFX.FSR2.Enabled=1 r.Velocity.ForceOutput=1 r.BasePassOutputsVelocity=1 r.BasePassForceOutputsVelocity=1 r.VelocityOutputPass=1 r.Velocity.EnableVertexDeformation=1 r.VertexDeformationOutputsVelocity=1 r.Velocity.EnableLandscapeGrass=1 r.FidelityFX.FSR2.ForceVertexDeformationOutputsVelocity=1 r.FidelityFX.FSR2.HistoryFormat=0 r.FidelityFX.FSR2.AutoExposure=0 r.FidelityFX.FSR2.AdjustMipBias=0 r.FidelityFX.FSR2.CreateReactiveMask=1 r.FidelityFX.FSR2.DeDither=1 r.FidelityFX.FSR2.UseSSRExperimentalDenoiser=1 r.FidelityFX.FSR2.ReactiveMaskReflectionScale=1 r.FidelityFX.FSR2.ReactiveMaskReflectionLumaBias=1 r.FidelityFX.FSR2.ReactiveMaskRoughnessScale=0.60 r.FidelityFX.FSR2.ReactiveMaskTranslucencyBias=1 r.FidelityFX.FSR2.ReactiveMaskTranslucencyLumaBias=1 r.FidelityFX.FSR2.ReactiveHistoryTranslucencyBias=0.0 r.FidelityFX.FSR2.ReactiveHistoryTranslucencyLumaBias=0.0 r.FidelityFX.FSR2.ReactiveMaskPreDOFTranslucencyScale=0 r.FidelityFX.FSR2.ForceLandscapeHISMMobility=1 r.TemporalAASamples=8 niagara.CreateShadersOnLoad=1 r.Streaming.LimitPoolSizeToVRAM=1 r.Streaming.FullyLoadUsedTextures=1 r.SceneColorFringeQuality=0 r.SceneColorFormat=3 r.Upscale.Quality=5 r.Upscale.Softness=0 r.BloomQuality=2 r.FastBlurThreshold=0 r.FilmGrain=0 r.SSR.Quality=1 r.SSR.MaxRoughness=0.01 r.LightShafts=0 r.TranslucentLightingVolume=0 r.TranslucencyVolumeBlur=0
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IN GAME ADJUSTS:

VR Settings
3D Location Reveal – “OFF” breaks a lot the loading in the gameplay
Fixed Horizon – “OFF” – Definitely.

Custom Hidden Area Mask (HIGHLY NECESSARY – FOR ALL GPUs)

  • Area Mask X Offset “minus 12” and Y Offset “positive 6” – Because we are cutting the render area is necessary to Adjust the position of the “visible area” on the lens
  • Area Mask Width – “78” – Cut the Image render on horizontal
  • Area Mask Height – “58” – Cut the Image render on vertical
These items reduce a lot the FOV; the values are aggressive, but is necessary for performance. And reducing the vertical FOV don’t take too much immersion in rally games.


Sound Settings
For who uses the default speakers in Quest 3, go in sound profile in game and enable
the night mode for better audio immersion, works very well. You can listen the tires, the surface and weaks sounds way better. Give a try.


Brightness Setting
0.50 for Quest 3, (HEAVY RECOMMENDED for the eye-adaption value in engine.ini and Gamma value in VD Quest App)


Basic Setting
  • Resolution – 1280 x 720
  • Display Mode – Windowed
  • AA Quality – Low
  • Anisotropic Filtering – 4x (night and rain) and 8x (for dry)

  • Foveated Rendering Strength – “2” – 3 for MORE performance available, BUT remove too much details from the textures.

  • (IMPORTANT) Upscaler – Set according to the engine.ini profile. Recommend restart the game after do a change. The DLAA engine.ini will overlap this option.


Advanced Settings
GENERAL SPECIFICATIONS

Shadows – “High" (works better in the most scenes, create less drawcalls. Ultra is too expensive in ALL scenarios)

Fog – “On”

Particles (CPU DEMAND) – “Ultra” - Because the heavy rain is very annoying on High.

Weather – “High” - Ultra give some extra effects on Rain \ Snow weather.

Crowd (CPU DEMAND) – “Ultra” -

Ground Cover – “Medium” (High \ Ultra is very demmanding on GPU)

Trees – “High" - Ultra is heavy and will bring stutterings

Dynamic Objects – “High” - (Ultra works better if you have a lot of headroom, because create less drawcalls, but drops the fps a lot in some heavy moments.

Post Processing - "Ultra-low" for anthying below 4080 or High for 4080 / 4090. (Obs: Low or medium performes worse in every scene on NVIDIA GPU)

Car Reflections – “Ultra-low" - DON'T CHANGE THAT!

Mirrors – “Off”

Track – “Medium" – adjust the complexity of the objects on scene (cars, build, barracs, rocks, road, etc..)

Textures – “Ultra" for 16 GB of VRAM \ "High" for 12 GB of VRAM.

Shaders – “Medium"

GPU
3080Ti \ 3090 \ 4070Ti \ 4080
4090 DLSS QUALITY GODLIKE
OR
7900XTX FSR GODLIKE
FPS
72
80
FOV
78(H) - 58(V)
88(H) - 78(V) NVIDIA
NO FOV ADJUST TO AMD

Shadow
Medium
Medium
Fog
On
On
Particles (CPU)
High
High
Weather
Medium/High
High/Ultra
Crowd
Medium/High
Ultra
GroundCover
Low/Medium
Medium/High
Trees
Medium
High
Dynamic Objects
Medium/High
High
Car Reflection
Ultralow
Ultralow
PostProcessing
Ultralow
High
Mirrors (CPU)
Off
Off
Track
Low\Medium
Medium
Textures
High
Ultra
Shader
Medium
Medium/High
Última edición por Wilck; 1 MAY a las 0:16
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Mostrando 301-315 de 351 comentarios
TOKER5000 30 MAR a las 13:23 
Publicado originalmente por Annalise Riot:
Publicado originalmente por Wilck:

Do you added in the engine.ini the headline [/script/engine.renderersettings] below the top of the code?

The section heading in the engine.ini is not the issue with the right-eye not being rendered.
This line is the issue on my system causing the right eye to be black:

r.TemporalAA.HistoryScreenpercentage=115

Removing this line restored the right eye for me, using the HP G2 headset on AMD GPU (no upscaling or motion smoothing)

wait a second... youre saying your game is working with a Reverb G2?
what gpu do you have?
For me the game freezes when i'm about to take control of the car as the view transitions..
Última edición por TOKER5000; 30 MAR a las 13:24
Wilck 30 MAR a las 14:57 
Publicado originalmente por Annalise Riot:
Publicado originalmente por Wilck:

Do you added in the engine.ini the headline [/script/engine.renderersettings] below the top of the code?

The section heading in the engine.ini is not the issue with the right-eye not being rendered.
This line is the issue on my system causing the right eye to be black:

r.TemporalAA.HistoryScreenpercentage=115

Removing this line restored the right eye for me, using the HP G2 headset on AMD GPU (no upscaling or motion smoothing)

Nice debbuging. Probably an incompatibility with AMD drivers \ cards. =\
I'll add a note about this line in the Guide. Thanks.
Última edición por Wilck; 30 MAR a las 22:18
TOKER5000 30 MAR a las 20:32 
well I'll be.... the game works in VR with everything set to Ultra Low and Off wherever possible. Frame rate is allright with DLSS 310.1.
Game looks like a potato and 9.3GB VRAM used out of 10gb. If i move anything up by one notch the game freezes. If i finish a race and use restart race, the game freezes outright and has to be force quit, indicating VRAM starvation.
Wilck 30 MAR a las 22:14 
DLAA profile add in the GUIDE.
Wilck 30 MAR a las 22:17 
Publicado originalmente por TOKER5000:
well I'll be.... the game works in VR with everything set to Ultra Low and Off wherever possible. Frame rate is allright with DLSS 310.1.
Game looks like a potato and 9.3GB VRAM used out of 10gb. If i move anything up by one notch the game freezes. If i finish a race and use restart race, the game freezes outright and has to be force quit, indicating VRAM starvation.

Sad. =\
About that, there isn't too much to do in the game...

The game is hungry for VRAM. Monte Carlo is the worst map. There are moments where the VRAM usage is at 13 GB...

Even when the game doesn't break, the performance is terrible when the GPU uses the VRAM at maximum.
Wilck 30 MAR a las 22:21 
Publicado originalmente por Wallu:
This worked great for me but a small problem arose.

I get a grainy circle of white pixels around my Quest 2 sweet spot and it is really bothersome. It doesn't show up until I start driving and I think it gets smaller the faster I drive.

Any idea how to fix this?

I'm on 9070 XT and 5800x3d, Quest 2 as I already mentioned.

Sorry to say that:
This BUG is created by the FSR in game. I simply gived up to fix this bug. It's very annoying.
TOKER5000 30 MAR a las 22:44 
Publicado originalmente por Wilck:
Publicado originalmente por TOKER5000:
well I'll be.... the game works in VR with everything set to Ultra Low and Off wherever possible. Frame rate is allright with DLSS 310.1.
Game looks like a potato and 9.3GB VRAM used out of 10gb. If i move anything up by one notch the game freezes. If i finish a race and use restart race, the game freezes outright and has to be force quit, indicating VRAM starvation.

Sad. =\
About that, there isn't too much to do in the game...

The game is hungry for VRAM. Monte Carlo is the worst map. There are moments where the VRAM usage is at 13 GB...

Even when the game doesn't break, the performance is terrible when the GPU uses the VRAM at maximum.

I was just positively surprised as it had just been crashing since the anticheat update. doing a clean nvidia install now to stop issues where i had access denied in nvidia control panel when trying to change settings.

with ultra low everything 8100 vram used. ive disabled SMT and E cores on my 13700KF. going to give it another spin
Wallu 31 MAR a las 9:04 
Publicado originalmente por Wilck:
Publicado originalmente por Wallu:
This worked great for me but a small problem arose.

I get a grainy circle of white pixels around my Quest 2 sweet spot and it is really bothersome. It doesn't show up until I start driving and I think it gets smaller the faster I drive.

Any idea how to fix this?

I'm on 9070 XT and 5800x3d, Quest 2 as I already mentioned.

Sorry to say that:
This BUG is created by the FSR in game. I simply gived up to fix this bug. It's very annoying.

Ok, thanks a lot for the response. I'll see if I can drive without FSR.
TOKER5000 31 MAR a las 9:51 
For anyone with a 3080 and Reverb G2 crashing upon taking control of the driver in VR :
I never had to lower headset resolution for a game to work but this is the one...
After hitting the menus the VRAM hits 9.6GB usage lowering to 9125 after some idle time.

Try using the Yaris GR WRC1 car, I tried some group B cars and game just froze.

Here are my settings :
nVidia driver 572.83 DLSS Preset J using nVidia Profile Inspector.
Manually put the 310.1 DLSS DLL in the game as the guide tells you to do.

HyperThreading and E-Cores disabled. will retest with E cores enabled later.
Using SteamVR, 90hz refresh, Resolution per eye 30% (yes, that low)

game settings :
game resolution 1280x720 windowed
Basic settings:
AA Low
Aniso OFF
Main menu famerate limit on
FOV render strength 2
Upscaler DLSS
Upscaler Auto Quality ON

Advanced:
Everything ultra Low or OFF if it allows.

VR Settings Hidden Area Mask Width 108 (Hey i tried 72 like the guide says and it looks like im looking into a tube)
Height 52

I'm still testing the exact settings but i was able to put two time attack runs in Sardegna, the first one.

Good luck.
Última edición por TOKER5000; 5 ABR a las 10:11
Publicado originalmente por Wilck:
DLAA profile add in the GUIDE.
Do I need to force DLAA through the Nvidia control panel/Nvidia inspector to get the DLAA to work or is that handled in the Engine config?
Wilck 4 ABR a las 15:01 
Publicado originalmente por freshmeat107:
Publicado originalmente por Wilck:
DLAA profile add in the GUIDE.
Do I need to force DLAA through the Nvidia control panel/Nvidia inspector to get the DLAA to work or is that handled in the Engine config?

No, doesn't needed use nvidia profile inspector.
Publicado originalmente por Wilck:
Publicado originalmente por freshmeat107:
Do I need to force DLAA through the Nvidia control panel/Nvidia inspector to get the DLAA to work or is that handled in the Engine config?

No, doesn't needed use nvidia profile inspector.

I am trying out the DLAA config and that glitch you mentioned is pretty noticeable. I have noticed that the glitch happens across the whole screen, not just the sky and trees. Its subtle across everything else, but its still throwing the image off for me. Do you happen to know what is causing this glitch?
Wilck 5 ABR a las 13:15 
Publicado originalmente por freshmeat107:
Publicado originalmente por Wilck:

No, doesn't needed use nvidia profile inspector.

I am trying out the DLAA config and that glitch you mentioned is pretty noticeable. I have noticed that the glitch happens across the whole screen, not just the sky and trees. Its subtle across everything else, but its still throwing the image off for me. Do you happen to know what is causing this glitch?

I tested a LOT trying to solve this issue... and at least for now, nothing work.
Here using more resoluition (GODLIKE) on VD, reduce the problem, but doesn't fix.

And this seems not engine.ini related, because I tried with the minimum tweaks, and doesn't solved either.

The glitch show heavy in some moments, and is gone in others. It's really unexpected.

The good part is that clarity in the vegetation and road textures is awesome...
Gepards 5 ABR a las 13:49 
f some rocket science
Publicado originalmente por Wilck:
Publicado originalmente por freshmeat107:

I am trying out the DLAA config and that glitch you mentioned is pretty noticeable. I have noticed that the glitch happens across the whole screen, not just the sky and trees. Its subtle across everything else, but its still throwing the image off for me. Do you happen to know what is causing this glitch?

I tested a LOT trying to solve this issue... and at least for now, nothing work.
Here using more resoluition (GODLIKE) on VD, reduce the problem, but doesn't fix.

And this seems not engine.ini related, because I tried with the minimum tweaks, and doesn't solved either.

The glitch show heavy in some moments, and is gone in others. It's really unexpected.

The good part is that clarity in the vegetation and road textures is awesome...

Using DLAA is great because I can actually see clearly far ahead, which DLSS makes quite blurry. My biggest issue with DLAA at the moment is the ghosting which DLSS does not seem to do as aggressively. I am going to go back to using DLSS in the mean time until more things get investigated. Thank you for your efforts because otherwise I would not be playing the game at all.
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Publicado el: 5 SEP 2024 a las 7:23
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