EA Sports WRC: General Discussion

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The marshall cinematics before and after stages are so poor stuttering-wise I can’t even look at the screen. Just nix them.
Just hit continue. No need for everyone else to miss out.
 
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After a brief try of the new patch yesterday afternoon I sat down and just try to play through the stage I was in career mode after dinner(Polo WRC, Mediterraneo), and I enabled Steam's FPS overlay to see what actual FPS I was getting(also disabled V-sync). Looks like in either 1080p or 1440p I was getting 75-85fps, Mid-high ish settings in most things except reflection(low), crowds(med or low), and ground cover(med). I still notice stutters in gameplay especially where I made much more reactive inputs, but whats weird is for the FPS value the actual motion just doesn't look that smooth. If I play it long enough I stop paying too much attention to that though and it seems more or less playable. But if I walk away and come back its still pretty noticeable. Never really see that in any other games, and V-sync on or off seems to do it but I wanted to see what FPS the game is actually outputting.

Also noticed the inconsistent AI times, I was crawling through one of the stages because I am guessing between the worn tires and the setup still too twichy I was constantly catching road's edge and crashing so I just dialed it way back and ended up behind AI by like 40 sec(way back). Then somehow the next stage after a setup change and new tires I beat AI by 4 mins? Pretty ridiculous....
 
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After going back and spending a couple of hours playing DR2.0 again, it's really unfortunate how much they missed with EA WRC. I thought I was okay with how EA WRC is until I went back and reminded myself what the old game was like. I like the physics more in the new game and the career modes are cool, but the actual experience of driving in DR2.0 just feels so much more like I'm actually rallying to me.

In DR2.0 the stages are all beautiful and detailed and the lighting is consistently excellent. I feel like I'm flying through tight spaces with trees and banks entirely to close for comfort, and very rarely is my immersion broken by some part of the environment looking polygonal or low-res or game-y. I can see far, far ahead and not be distracted by pop-in. The framerate is smooth and consistent so I have the confidence to go flat out and send it knowing I'll be able to react. It all comes together to create an experience that is just more immersive and exciting for me, even though it might be technically less accurate.

EA WRC at it's best is absolutely a match for DR2.0, but only just and it's only there maybe 10% of the time for me. The rest of the time I feel like I'm putting up with a lower quality game just so I can have access to those few improvements, and that's not how it should be. If someone was going to buy a rally game tomorrow and they could only get one, I'd tell them to get a complete edition of DR2.0. EA WRC has it's moments, but I couldn't in good conscience recommend it to another person to spend their money on. Not right now, anyway.

To be fair, DR2.0 was **** on release too even if it was for different reasons. But I wish Codemasters would stop doing this. If you release a new game it should be better than or equal to the old game, or else you just make people feel bad for buying on release. I'm not super unhappy about having bought EA WRC, it was cheap and I'll get my value out of it eventually. But it reminds me why I only buy an F1 game on discount every few years, and why I probably won't get next year's WRC on release day regardless of how cheap they make it.

I'm sure the game will get there eventually, but that's even more reason to buy these games in 6 months for $20 instead of full price right now. And somehow I suspect that's not exactly what Codemasters or EA would like their customers to be thinking.
 
Yes, however I’m really reevaluating the coding of old games from my childhood. They were really simple compared with what you can do now but they were able to find the sweet spot. The first colin or the first toca. Maybe without the possibility of patching were released in a better state.

Sorry to burst your bubble, but both CMR1 and TOCA 1 had patches on PC to fix issues, and I believe both had re-releases on PS1 with changes in.

Personally, I think the situation is a bit more subtle. Firstly, back then we didn't have social media etc. so it was unlikely that anyone would know about particular bugs unless they or their friends spotted it, rather than hearing every person in the world who actually did find it complaining about it. As an example, Gran Turismo 2 has had broken brake balance adjustment on all racecars since its release in 1999, but there was never a broad enough base of conversation for it to become common knowledge. If GT7 had launched with that same bug, it'd have been all over Twitter by the end of the launch week.

Second, games nowadays are orders of magnitude larger and more complex codebases than games of the 90s, with many more people working on them, which means there's more room for mistakes or oversights to slip in.

Finally, because patching is relatively free and easy nowadays on all platforms, publishers push to have games released earlier in development so that they can be making money sooner, while the developers crunch to have the game finished by release date in a day 1 patch. Back then the crunch time would be to meet the gold disc mastering date, but now it's right up to release (or just beyond, judging by the size of WRC's patch). While it wasn't so different for console games, since the gold master was your day 1 release, at least that gave teams a little bit of downtime before rushing straight into the next project after release.
 
Sorry to burst your bubble, but both CMR1 and TOCA 1 had patches on PC to fix issues, and I believe both had re-releases on PS1 with changes in.

Personally, I think the situation is a bit more subtle. Firstly, back then we didn't have social media etc. so it was unlikely that anyone would know about particular bugs unless they or their friends spotted it, rather than hearing every person in the world who actually did find it complaining about it. As an example, Gran Turismo 2 has had broken brake balance adjustment on all racecars since its release in 1999, but there was never a broad enough base of conversation for it to become common knowledge. If GT7 had launched with that same bug, it'd have been all over Twitter by the end of the launch week.

Second, games nowadays are orders of magnitude larger and more complex codebases than games of the 90s, with many more people working on them, which means there's more room for mistakes or oversights to slip in.

Finally, because patching is relatively free and easy nowadays on all platforms, publishers push to have games released earlier in development so that they can be making money sooner, while the developers crunch to have the game finished by release date in a day 1 patch. Back then the crunch time would be to meet the gold disc mastering date, but now it's right up to release (or just beyond, judging by the size of WRC's patch). While it wasn't so different for console games, since the gold master was your day 1 release, at least that gave teams a little bit of downtime before rushing straight into the next project after release.
US version had the Vector M12 racecar in the 30 lap endurance race against 100 to 200hp cars glitch.
 
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First play since the update and so far I'm happy, I just completed the first Stage in the GTP Club event on Sardegna and the game ran great, I was even able to up some graphical settings too. Hopefully it keeps performing like it is and I will be pleased.

Also I have to say, The Analyse function on Racenet/Clubs is impressively well implemented. Very useful tool. 😊👍

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On the post patch performance, it would be so useful to see a direct comparison between Xbox, PC and PS5 but no such thing seems to exist even on reddit. Definitely better, though. The AI also does seem better if you stick to 5-6 stage rallies and do it in one sitting. Quite the time commitment though.
 
I just did a career event (JWRC Croatia) and at every service I moved the AI slider from 100 to 1 back to 100. I didn’t have any AI go slow issues throughout. I have been having that bug every rally. Could be coincidence, could be a workaround. I don’t know if anyone else wants to try it?
 
Firstly, thanks to all the replies to my previous question. MCA was the nearest as it appears that the brakes were on 100% as soon as I touched the pedal. I have remed this, but still seem to have the problem with my Moza handbrake. I seem to need to push fairly hard on the handbrake to get it to fully release & then sometimes it seems to come back on a bit.
Can anybody explain the terms deadzone & saturation? I assume that deadzone is the amount of travel before any action takes place, which should solve the problem, although my first attempt failed. However I have never heard the word saturation applied to a handbrake, what does this mean & could adjusting this improve my situation.
Thanks in advance
Yeah, deadzone is exactly that - travel before anything is registered. Saturation is setting the point at which the game will register a 100% input. Basically it then registers the range as varying from 0% at the deadzone point up to 100% at the saturation point (the handbrake models how much pull/pressure you're applying, it's not on/off). You can set those points as you see fit along the line of travel
I've noticed that the game sees my handbrake as being at 50% when I first load it up, but fully pulling on it and returning it to the neutral position fixes it and it works correctly from then on. It might be worth just going into the first controller settings screen and seeing what each of the axes on your controllers are reporting, it might be that fully pressing/depressing them will fix the issues you're seeing, but that might need to be done each time you start the game.

I have the same handbrake as you btw, and this fixes the issue for me every time; I do suspect you might be barking up the wrong tree with deadzone and saturation changes.
A lot of handbrakes (and other equipment) calibrate like this, ie needs a full pull/return through the complete range to calibrate it's max and min positions each time you boot up your system/equipment.

As sharky says easy way to see whats being registered is to go into controls and it'll show the %applied
 
Yeah, deadzone is exactly that - travel before anything is registered. Saturation is setting the point at which the game will register a 100% input. Basically it then registers the range as varying from 0% at the deadzone point up to 100% at the saturation point (the handbrake models how much pull/pressure you're applying, it's not on/off). You can set those points as you see fit along the line of travel

A lot of handbrakes (and other equipment) calibrate like this, ie needs a full pull/return through the complete range to calibrate it's max and min positions each time you boot up your system/equipment.

As sharky says easy way to see whats being registered is to go into controls and it'll show the %applied
Thanks to both you & Sharky. The handbrake shows 0% & seems fine now. Thanks also for your comment on the meaning of saturation. Let’s try & get some experience now then I can try to improve other parts, particularly the steering. I am using a Fanatec Podium. When you set your wheels up, did you use the full lock on the wheel? I have tried this, but get way too many turns lock to lock, or can you reduce the lock by using saturation? The steering also seems much too sensitive around the straight ahead area.
 
Had a great session this afternoon. Ran rallies at Portugal and Kenya and found no tearing or stuttering in either. I was anticipating issues in the Portuguese villages, but no. Looked great. Doubt this was the difference, but I turned off everything on the HUD except for the tachometer.

Kenya was no short of amazing in the dusk/dawn. Wow. And a stage of rain made for treacherous conditions. Excellent stuff. Now we’re on track.

I found that you can adjust the menu music to instrumental only, so that’s another positive.
 
It isn't nonsense. Tyres clipping through the ground is a pretty significant bug that you cannot ignore no matter how hard you try.
Considering this is the first time it has been raised in this forum, I'd say it's pretty easy to ignore. There are much more pressing issues to be patched.
 
Considering this is the first time it has been raised in this forum, I'd say it's pretty easy to ignore. There are much more pressing issues to be patched.
Sure, so how about you let the professionals decide what they're going to work on? For all you know this is something that is a simple fix and can be done without impacting any other work. As consumers our job is just to report all problems, not to try and triage them.
 
Finally had a few consecutive hours to put in the game so I sampled each official rally last night and I must say I thought most of it looked great visually. Sweden in particular looked extremely crisp with fantastic lighting.
I still need to have FSR Quality enabled with sharpening though, without it it looks a bit blurry.

Snow differs much more from gravel compared to previous DR games. Feels more like a dance on the edge of grip now, which I find to be more on point.

How some claim this is a step backwards driving wise from DR2 is truly beyond me. For me, it's the exact opposite, on all surfaces 🙂
 
I wasn't expecting much from this new game, but I do enjoy it a lot and way more than Dirt 2.0
The graphics more realistic and really nice lightning, the FFB way better (especially on tarmac), the physics, I'm more aware of the way the car behave, feels right

There is still issues on PS5 with graphic performance, but I think it's fixable

For the graphics, I've done a quick comparaison with dirt 2.0, I'm sorry, but on PS5, dirt 2.0 is not prettier, maybe more stylized but it definitely feel old compare to this new game
 
Sure, so how about you let the professionals decide what they're going to work on? For all you know this is something that is a simple fix and can be done without impacting any other work. As consumers our job is just to report all problems, not to try and triage them.

Yep, it's not like the people adjusting that are the same people working on stutter fixes or AI bugs or whatever else. The big list of art fixes in the first patch are proof that the art team can make their own corrections while the programmers work on entirely separate things, like any other game studio.

Plus, as a (non-games) software developer myself, I'd much rather someone mentioned an issue no matter how trivial than just forgot about it - a bug that the team isn't told about has a 0% chance of being fixed, and there are people whose jobs are to sort out the reports and make sure things are prioritised properly.
 
Finally had a few consecutive hours to put in the game so I sampled each official rally last night and I must say I thought most of it looked great visually. Sweden in particular looked extremely crisp with fantastic lighting.
I still need to have FSR Quality enabled with sharpening though, without it it looks a bit blurry.

Snow differs much more from gravel compared to previous DR games. Feels more like a dance on the edge of grip now, which I find to be more on point.

How some claim this is a step backwards driving wise from DR2 is truly beyond me. For me, it's the exact opposite, on all surfaces 🙂
Totally agree. Driving is much more differentiated than in DR 2.0. And in the snow, now there is a "dance" and skidding that was missing in DR 2.0. There is a very big difference and improvement. Also the transition from asphalt to gravel is very natural... and has the right and necessary grip.
 
Apologies for the long post but I wanted to do this since the game launched. Visual comparisons of all the seasons and track degradation settings. Using gameplay imagery rather than photo-mode. This is all direct capture screenshots from the Xbox Series X.

I used Finland, Painaa, weather set to light cloud, wet road, afternoon lighting.

First up, an easy comparison, summer, comparing no degradation to max degradation:
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Max
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Max
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And now comparing the seasons, summer, spring, autumn and winter (in that order). I have added a fifth comparison including the overcast snow option for the most extreme comparison in the winter.
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As you can see, the differences are quite profound.
 
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This simulator makes you want to get closer to the competitions they represent. The passion of this simulator makes you want to know more about the real rally:



*By the way... in career mode, terrain deformation does not work. In Championship mode, yes.
 
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