F1 22 VR Review: A Welcome VR Intro To The Biggest Motorsport

Codemasters has finally brought the world’s biggest motorsport into VR, ignoring the real-world drama for some thrilling racing. It’s a strong adaptation, though it doesn’t quite take pole position. Read on for our full F1 22 VR review!


It’s a tough challenge keeping an annual sports series fresh, but Codemasters has made a fine crack at it with F1 22. For the first time in the series’ history, we’ve got an official Formula 1 game playable in VR, providing you’ve opted for the PC version (sorry PSVR owners). Similar to Star Wars Squadrons, VR support is entirely optional but crucially, it covers the whole game, letting you jump in and out at your own convenience. This is possibly the most ambitious entry yet, so it’s deeply unfortunate that F1 22’s performance doesn’t always hit the mark. 

Before getting into the VR specifics, it’s worth laying out for regular drivers what’s changed in F1 2022. There’s some big overhauls beyond your standard roster updates. The 2022 season’s seen some major regulation and aerodynamic rules changes, which Codemasters has accurately reflected. Car physics have been overhauled, steering feels refined, and you’ll find a new adaptive AI system that reflects your performance, which feels slightly hesitant to overtake at times. Formula 2’s 2021 season is represented, and we also have the 2022 calendar’s newest track, the Miami International Autodrome. 

As for VR support, its slightly limited but you’ll find it where it counts. There’s no interface adjustments here for the menus and you can’t choose a 3rd person view like in the flat game, placing you directly inside the cockpit but only when racing. You’re not locked into place with the camera, meaning you can end up going through the car if you veer too far from where you synced up. You probably won’t be too surprised to learn that your standard motion controls aren’t supported either, this requires a standard gamepad or steering wheel. Wanting to go all-in, I chose the latter, using a Hori Racing Wheel APEX that did the job nicely.

Once I’d started racing, I was taken aback. As a lifelong F1 fan, the game really captures that rush of a grand prix’s opening moments well in VR for me. Between wider tracks like Monza to the narrow streets of Monaco, I felt that suspense once the lights went green. Across the years, F1 has always been home to some close fights. Hamilton vs Verstappen, Schumacher vs Häkkinen, Prost vs Senna, each era has that fierce rivalry that went down in racing history. When going toe-to-toe with Lewis Hamilton and Charles LeClerc, desperately trying not to cause an accident as we went round corners, you feel that sense of presence. 

This is a game that demands your full attention, VR or not, and wins feel especially thrilling for it. Once you’ve got your headset on, you no longer have that benefit of seeing cars sneak up behind you without actively checking your wing mirrors. Instead of a HUD, speed statistics are presented through the cockpit steering wheel to keep immersion maintained, and you can radio in for updates. When it rains, water drips down your visor and vision is never terribly obscured by it, nor by spray from cars in front. F1 22 ticks many of simulation boxes and truthfully, I’ve never had this much fun with a serious racer.

Unfortunately, F1 22 has some VR performance problems at launch that I didn’t noticeably spot in flat mode. For full context, my gaming PC uses a Ryzen 7 2700X and GeForce RTX 3070, which hits the recommended requirements for VR, and I used a Meta Quest 2 through both Oculus Link and Virtual Desktop. However, until I turned down the visuals from the automatically applied graphical settings, performance stuttered quite badly at points. Driving through the first chicane at Monza, crashing into the back of Max Verstappen’s Red Bull and taking us both out because the headset’s image bugged out isn’t ideal. Making matters worse, that wasn’t a one off, so I’m hopeful that’ll be fixed in a post-launch patch. 

F1 22 VR Gameplay

Beyond individual races, there’s plenty of modes to pick but unfortunately, Codemasters has ditched Braking Point, F1 2021’s new story mode. Still, we’ve got trusty Career Mode, where you can play one of the existing 20 drivers between the 10 teams. Alternatively, you can start your own custom team through MyTeam, the choice is yours. Multiplayer’s packed with local splitscreen (though obviously not in VR) and online play, the latter providing casual and ranked options. Solo players looking to shake things up can setup your own grand prix weekends or season calendars, alongside time trials. Lastly, “Pirelli Hot Laps” introduce new challenges that’ll earn XP towards your “Podium Pass” for new cosmetics, ranking your performance between Bronze, Silver, and Gold.

F1 22 VR Review – Comfort

F1 22 doesn’t boast any comfort options for VR players but this isn’t an experience that really needs them. There’s no use of motion controls at all, no vignettes when turning around, and the only movement comes from within the car. This places you directly inside the cockpit without a 3rd person view option like you’d find in flat gameplay. As such, I’d recommend playing F1 22 seated, there’s absolutely nothing gained by standing.

Each of these works well for the most part. Going head-to-head with friends is as thrilling as ever and while I dabbled in creating building up a career in Esteban Ocon’s BWT Alpine proved great fun in my playthrough. For those after something different, you’ve also got playable supercars, like the Aston Martin DB11 V12 in time trials and the Hot Laps, which handle differently with steering and braking. It’s a novel experience and I had fun with them, though it felt out of place. You can’t race them against other supercars either, a missed opportunity.  

I’m just not enamoured with the game’s big new mode, F1 Life. It provides a new hub area that other players can visit, letting you customise both your living area and avatar, all bought using Pitcoin. There’s a virtual showroom for a closer look at the cars, and you’ll buy supercars here too. I only wish it was more interesting, there isn’t much to do and to some degree, it feels like an excuse for further microtransactions. Thankfully, F1 Life isn’t key to the wider experience, so it doesn’t detract too heavily. 

Otherwise, F1 22 is a visual delight and Codemasters has clearly put in the work for this presentation. Both the cars and tracks look incredibly realistic on high settings with strong attention to detail. Once I’d switched to the lower settings for VR, it consistently hit those higher framerates too. If you’ve played previous entries, you’ll find that it’s not a huge leap visually from F1 2021 but in all fairness, it’d be hard to improve on what’s already here. This remains quite a vibrant experience. 

F1 22 VR Review – Final Impressions

Codemasters has captured Formula 1’s more thrilling aspects brilliantly in VR for F1 22 and I’ve never felt so immersed in a racing game before. While I’m sad to see the story mode go and didn’t care hugely for F1 Life, I can see F1 22 appealing to both long-term series fans and newcomers seeking a fresh racer. Hopefully we’ll see a post-launch patch will fix these performance issues but if you’re happy to compromise for the moment, F1 22 is a great choice that comes recommended.

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What did you make of our F1 22 VR review? Let us know in the comments below!

F1 22 Developers: ‘No Plans’ For PSVR Support

In an interview with TechRadar, the developers of F1 22 stated they have “no plans at this time” to bring PSVR support to the game on PS5.

Back in April, developer Codemasters announced that F1 22, the upcoming title in the annual F1 game franchise, would release with full optional VR support on PC. The game is also set to release on other platforms, including PS5, so we remained hopeful that we might see PSVR 2 support down the line.

However, with PSVR 2 now unlikely to launch this year, we might have to wait for the next annual installment for that to eventuate. In an interview with TechRadar, F1 22’s Senior Creative Director Lee Mather stated there was “no plans at this time” for PSVR support, with the VR mode staying exclusive to the PC release for now.

“We’ve been investigating VR for some time and we want to bring it to our F1 game without compromise,” Mather told TechRadar. “We have partnered with a team who has worked on other Codemasters’ titles and it has taken several years to get us to this point where we know we can deliver a premium experience for our players.”

We got our first look at PC VR gameplay of F1 22, and it’s a shame that it won’t be coming to PSVR 2 in any capacity just yet. That being said, even if the developers intended to add PSVR 2 support for F1 22, by the time the headset actually releases, we’ll likely be closer to the release of F1 23. Here’s hoping that something is being planned for that release, at the very least.

If nothing else, we’re still  holding out for eventual PSVR 2 support for Gran Turismo 7 later down the line.

You can read more about PC VR support for F1 22 here and check out some gameplay here.

F1 22 Announced With Full VR Support On PC

Codemasters’ latest F1 racing game, F1 22, will have full VR support on PC when it launches in a few months’ time.

The new game releases on multiple formats on July 1st, but the PC edition will support headsets like the Oculus Rift and HTC Vive via Steam and, presumably, other platforms like the Epic Store. Other headsets haven’t been confirmed but, given this is a PC VR release, you can expect to be able to play on Valve Index and Oculus Quest via Link connections too. Check out the trailer below.

F1 22 VR Support Confirmed

This year’s entry will feature updated tracks and vehicles as well as a new Miami circuit. There are also new modes as well as the return of classic options like the Career Mode. VR support has been a long-time coming for this series, though Codemasters has in the past implemented headset support into other racing series like Dirt Rally. Last year saw EA acquire the studio, making this another VR-optional game from the publishing giant alongside titles like Star Wars: Squadrons.

It doesn’t look like PSVR support is included, but the game is coming to PS5. Perhaps there’s a chance we could see it on PSVR 2 when the headset releases, though we wouldn’t count on a native Quest version.

Pre-orders for the game will launch on May 16 and include three days early access so you’ll be able to play it on June 28 instead. Will you be picking up F1 22 with VR support? Let us know in the comments below!

Get Closer to the Formula 1 Grand Prix Action With The Dream VR

Formula 1 (F1) is one of the most well-known motorsports, with some considering the pinnacle of racing. Just like most sports fans want to get up close and into the action, seeing their favourite cars and drivers. To make this easier than ever, F1 has partnered with The Dream VR to provide plenty of behind-the-scenes immersive entertainment. 

Singapore F1 Grand Prix

The Dream VR will offer its users unique access to Formula 1 events, enabling fans to share in the excitement of the starting grid, podium celebrations, and the Pirelli Hot Laps. They will also be able to ‘walk’ along the paddock, enter exclusive hospitality facilities, feel the adrenaline of a team garage and share the fans’ experience in the grandstand.

Content will be available via The Dream VR app later this month, with content from the 2018 F1 season arriving before Christmas. To start with viewers will gain access to the 2018 Mexican Grand Prix, including behind-the-scenes footage of Lewis Hamilton’s fifth world title celebration, followed by the Formula 1 2018 Etihad Airways Abu Dhabi Grand Prix soon after.

VR 360º experiences will be recorded at ten races next year, to be distributed via The Dream VR app.

To enjoy the new F1 content when it arrives all you need to do is download The Dream VR app for Oculus Rift, Oculus Go, Samsung Gear VR, Google Daydream and HTC Vive. The app also supports iOS and Android devices as well as smart TV’s. It features a range of 360-degree content – not just sport – with categories like food, music, art, and fashion to name a few.

As further updates are made to The Dream VR, VRFocus will keep you updated.

Does VR Have the Potential to Improve Athletic Performance?

In elite sports any training advantage means the difference between winning and losing, between getting gold rather than silver, and between being great rather than average. That is why athletes are always open to trying out new techniques that will give them an edge over their competition. One of the latest trends dominating sport is training using virtual reality (VR). Athletes in different sports are now using VR to improve their athletic performance.

Take a look and read VRFocus‘ regular Saturday feature, This Week In VR Sport when you get a second. You’ll see all sorts of sports and disciplines every week looking into the possibilties as to what immersive technology can offer. Take football. Last year VRFocus reported that Arsenal and Stoke City had partnered with VR company Beyond Sports. The VR used by both teams covered four disciplines: “Spatial awareness (which re-creates match moments from every angle), high density (a series of match moments in a short space of time), decision making, and high pressure (simulating match situations).” VR allowed the players to recreate different match scenarios to improve their performance.

Recreating competitive scenarios using VR is being used in the training of both UK and U.S. athletes. VR technology got a huge boost in the recently concluded Winter Olympics where U.S. Alpine skier Mikaela Shiffrin won a gold medal in the giant slalom. Shiffrin’s golden run is notable because she is part of the U.S. Ski and Snowboard team whose use of VR training had been heavily publicised. In partnership with STRIVR, the U.S. skiers were able to wear special headsets and watch a 360 degree video that accurately recreated the Jeongseon course. STRIVR Chief Strategy Officer Danny Belch stated: “total immersion in VR has been scientifically proven to boost recall of topics, future performance on tasks/skills, and overall engagement with the learning/training material. It is undoubtedly a better way to learn than simple 2D videos.” The advantage of getting a VR run of Jeongseon certainly helped Shiffrin perform exceptionally well.

UK athletes are now incorporating VR in their training, with UK Sport partnering with the visualisation experts at BAE systems for the VR-Vantage project. The project aims to give UK athletes—both Olympians and Paralympians—a chance to get a feel of the environment they will compete in through VR. UK Sport Director of Performance Simon Timson explains that this technology improves athletic performance by helping athletes familiarise themselves, and practice, in the competition environment. This familiarity, in turn, breeds confidence, which athletes need to perform at their best.

Coral revealed in a feature on ‘The Impact of Technology’ that F1 has moved to embrace VR and give drivers an extra edge. This hi-tech training method is especially crucial in F1 now that in-season testing is currently prohibited. F1 World Champion Nico Rosberg is one of a handful of drivers who have used VR. Telling Wareable how the technology helped him: “To practice, the more realistic, the better. We had a simulator that was virtual reality and we used a lot of that to prepare for the actual driving.” Unsurprisingly, Rosberg is affiliated with Mercedes, the three-time-reigning drivers’ and constructors’ F1 champions that are at the forefront of VR use in the sport.

According to team principal Toto Wolff, Mercedes is already building a new, state-of-the-art simulator that will incorporate VR. This will allow drivers to not only visualise the track, but also test-drive it. “VR is going to definitely be the way forward,” Wolff admits, noting that “the better you can actually simulate what is happening on track, the quicker it is going to make you.”

VR has certainly come a long way in the context of its role in sports. From being used mainly to enhance the fan experience, it is now being utilised to improve athletic performance across all types of sport. The future of peak athletic performance is looking like it will be achieved using VR.

VR vs. Childhood, Parenthood & The Chain

All good things must come to an end, mustn’t they? No, I’m not suddenly upping sticks and going; I am in fact returning. Yesterday marked the last day off I’ve got before the Christmas period begins and the end to a November in which I spent a good portion of it off enjoying myself. And not before time too.

Oh I’ve been popping in here, there and everywhere. Fixing this, writing that and generally keeping busy but in a far more casual way.  I’ve also spent a fair chunk of the time off thinking over some personal things about my future. For a very long time I’ve thought the idea of raising kids was off the table for me.  For as long I can recall I’ve loved the idea of being a Dad. Of taking responsibility for a kid and leading them into an ever changing planet, showing them what I’ve learned and helping them go out into the world and make it a better place. Our children are our legacy after all. I’m at the age where many of my friends have children or are considering children. Most of my friendship base is younger than me so you can imagine I’ve felt the clock ticking somewhat. Especially now I’m 34 and rapidly closing on being a positively ancient 35. (Seriouly, I honestly thought growing up I’d be dead at this point.)  Now though, I’m not so sure anymore as the magical concept of being a parent is no longer beyond my reach. While the prospect is still years away – a lot of things need to happen before the idea can be focused on properly – I can’t help but be a little excited by it all.

It all got me thinking back to my own childhood and the relationships with my parents. The experiences, what I’ve learned from them and how the world has changed since I was at school, college, and even at University. Things I learned and knew are no longer so. (Sorry Pluto.) How I learned things also has changed. Long gone are the days of scraping together a couple of hours a week at the desk where stood the singular BBC Micro or as I got older the might that was the Acorn Archimedes A3020.

Now I look at the future that my children could grow up in and think, wow, imagine how they’ll be learning by the time they’re eight or ten years old. That reference in The Simpsons episode Marge Vs. The Monorail where Lisa envisions a history lesson in virtual reality (VR) led by Genghis Khan might not be that far fetched now. I loved learning about history. Had certain things gone a different way I’d’ve happily gone into a career involving it. Though Future-Me may have to step in if the school starts giving my kids lessons on defiling and cannibalism at such an age.

Not only that but I’ve been thinking of how growing up I latched onto various things, how they inspired me as a kid and left me with a sense of awe. How will technology change that feeling now?

So it’s pretty interesting timing that there’s been story in the last few days about how from next season 360 degree cameras might very well be a standard feature throughout the Formula 1 grid. This is, in itself not that surprising. Liberty Media, the American-based owners of Formula 1 (and creator of pretty duff looking new logos) said back in February that they would be considering immersive technologies in the future. Also there’s the fact that the majority of the teams have already used 360 degree video at some point in time and we’ve covered most of those on VRFocus: Red Bull, Renault, Mercedes and Ferrari all have. Williams, Toro Rosso, Sauber have been having some fun with the tech too – but we’ve yet to feature them. In fact, the only team I can’t find having experimented with 360 degree video is Force India. Come on you Pink Panthers, sort it out!

Growing up there if there was one thing I was totally hooked on it was Formula 1. At a young ages I had the privilege of watching the likes of Senna, Piquet, Prost and Mansell battling wheel-to-wheel. Nothing got me more excited than my Mum (usually) reminding us things were about to begin, switching over to the BBC just at the iconic bass line of The Chain by Fleetwood Mac, a song now synonymous with the sport thanks to its use by the BBC and now Channel 4 as well in the UK, burst out of the speakers followed swiftly by the iconic commentary of the great Murray Walker.

I remember seeing live so many of the iconic images of the sport at that time. The coming together of Prost and Senna in Suzuka two years in a row. Mansell giving Senna a lift back to the pits after his McLaren had come to a halt (and Senna kicking off a fussy marshal much to the amusement of all) and that iconic image of the two of them side-by-side, seemingly forever, down the straight in Spain with sparks flying off both cars. Absolutely nothing in it.

Seeing the action from onboard cameras, daring passes and even the accidents. It thrilled me, it entertained me and it inspired me.

I threw myself into finding out everything I could about the new season before it began. The teams, the drivers, the circuits. My Dad and I had a ritual that every season we’d head down to the garage and paint up a selection of toy f1-style racing cars, Matchbox, Corgi, etc in the new liveries of the teams.  Then every Sunday there was a race I’d follow the action and keep the line-up of who was in what position up to date on a mat which had a street scene on it. Graphics weren’t half as useful then as they were now and not only was it fun for a young me it was actually pretty helpful! But it was more about the father-son ritual to me than the racing.

The technology of the then time did have some drawbacks, of course. For example, whenever the car went under a bridge the picture was partly lost from the onboard camera.  A television producer would have to be on their toes if they were following from the driver’s viewpoint at say Monaco, and the car then turned into the legendary tunnel sequence. Quick! Cut to the hard camera behind the barriers!

This has improved continuously over time, but one factor that will likely change things up further is the new addition of the Halo system will affect the on-board view. a 360 degree camera partly negates any issues called by that. If this is being introduced now, when I sit down and enjoy a future F1 race with my son or daughter I wonder how things will have changed by that point.  If I was a kid again and I had the chance to actually be in the car as opposed to the flat screen view it would’ve blown my mind. Soon it could be a possibility we’ll have the commentators be saying that we’re not just “onboard with Lewis Hamilton” but that we’re “racing with Lewis Hamilton”.

The phrasing on paper is not that different but the experience promises to be a very different kettle of fish. Can you imagine being able to watch live any of those moments I mentioned above? What about the Hill-Schumacher crash at Australia in 1994, being in the Benetton as it went up on two wheels. Or maybe for a more recent example Mark Webber’s overtake of Fernando Alonso into Eau Rouge at Spa in 2011. Seeing any of those in a 360 format would be astounding.

I wonder what gems the next generation of racing fans will get to enjoy as they ride with their heroes, and how their parents will enjoy it with them.

 

Racing to get More Immersive as 360 Cameras Could Become Mandatory on F1 Cars

Sport organisers and teams are continually looking at new ways to engage their audiences and attract new fans. Growing in popularity is the use of virtual reality (VR) and 360-degree video as a means of getting viewers closer to the action, making for a far more entertaining experience. And it seems as though Formula 1 (F1) is taking this embrace of 360 technology very seriously, as it’s been reported all 2018 F1 cars will have a 360-degree camera on board.

In a tweet by Tobi Grüner – the F1 reporter for German website AMuS – he says that 360-cameras will become mandatory on cars, mounted on the front chassis. While he doesn’t mention which cameras these might be, from the image given below it certainly looks like a 360fly device, and being F1 it’s more than likely the 4K version.

With the current news in F1 dominated by the new Halo device which is going to be fitted to cars next year in a bid to improve driver safety, having an additional ball like device right in front of their heads may not please most drivers. Whether the above design is just a prototype is unclear. As the 360fly features just one lens the device might be slightly sunken into the chassis for a more streamlined design – and less likely to fling off and hit something. This will still give a 360 view, you just wouldn’t be able to look down as much.

For fans on the other hand, this inclusion would mean a whole new way to enjoy F1 depending on how it’s implemented. The first thought would be livestreaming – imagine watching the entire race from the front of Lewis Hamilton’s car – although that maybe a few years off due to the challenge of broadcasting 360 footage from 20 cars at the same time.

The cameras could be used by commentators and broadcasters, switching to a 360 shot as and when they chose to. The most likely scenario to begin with will be after race footage, with F1 either releasing YouTube videos or content via a specific app.

Whatever happens, as soon as VRFocus finds out more we’ll let you know.