Uploaded May 2024 | Updated September 2026, 2 weeks ago
Swearing and Ranting - How not to implement VR into a racing title
deferred rendering in VR- check
only temporal /fxaa from UE to remove the awful aliasing with extreme blur- check
absolute tank in performance at anything over a 2k per eye render resolution- check
basically a requirement to use dlss to lower visuals even more and cause ghosting because it just runs so poor- check.
shader compilation stutter- check.
forget this game has VR, even if you aren't in vr mode, you'll get a spike in frametimes doing stages for the first time, this is with all the headroom in the world on cpu and gpu, it has shader compilation stutter regardless of what settings you use.
Codemasters can do better this, unreal engine has its fair share of blame here, but the VR implementation is on codemasters, don't continue to try polish a turd with deferred rendering, it's just never going to perform or look good in VR- DLSS in VR is horrible and shouldn't be basically forced for people to play the game in VR.
unreal engine doesn't HAVE to look like crap in VR.
docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/ForwardRenderer
Swearing and Ranting - How not to implement VR into a racing title
deferred rendering in VR- check
only temporal /fxaa from UE to remove the awful aliasing with extreme blur- check
absolute tank in performance at anything over a 2k per eye render resolution- check
basically a requirement to use dlss to lower visuals even more and cause ghosting because it just runs so poor- check.
shader compilation stutter- check.
forget this game has VR, even if you aren't in vr mode, you'll get a spike in frametimes doing stages for the first time, this is with all the headroom in the world on cpu and gpu, it has shader compilation stutter regardless of what settings you use.
Codemasters can do better this, unreal engine has its fair share of blame here, but the VR implementation is on codemasters, don't continue to try polish a turd with deferred rendering, it's just never going to perform or look good in VR- DLSS in VR is horrible and shouldn't be basically forced for people to play the game in VR.
unreal engine doesn't HAVE to look like crap in VR.
docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/ForwardRenderer










