EA SPORTS™ WRC

EA SPORTS™ WRC

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Fixing WRC 23 Performance issues.
By TOKER5000
Hello.

If you came here you're having small lags every 5-10 seconds in game. I will attempt to help you fix this and maybe a bit more!
   
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Hardware Accelerated Graphics Scheduling (HAGS)
If anyone is having issues with performance like lags every 5-10 secs What fixed it for me was Disabling Hardware Accelerated Graphics Scheduling (HAGS) in windows 11 advanced graphics settings. that removes the annoying pauses/lag every few seconds.

How you do it is you click the start menu, type graphics, open the system options to System > Display > Graphics
Now click "change default graphics settings". The first option within that sub-menu will be the one you are looking for. I know it says it improves performance and reduces latency but trust me it will fix the frame time pacing issue with this game.

After disabling it Reboot your PC.
nVidia users DLSS profile configuration
Download nVidia profile inspector. latest is 2.4.0.16 here https://github.com/Orbmu2k/nvidiaProfileInspector/releasesMake a profile for WRC 23, select the wrc.exe program. Within the option list, in section 3.1 presets use Preset C.



The engine.ini tweak below will force DLAA not DLSS so quality will not be affected as the internal resolution is not lowered. (Note to AMD users. i dont own an AMD GPU but tell me what you're running and i'll include in the guide)

the dlss_ngx file in the game needs to be updated to 310.1 to support profile J Get it from techpowerup https://www.techpowerup.com/download/nvidia-dlss-dll/
Use 310.1 or 310.2 i don't care.

put in \steamapps\common\EA SPORTS WRC\Engine\Plugins\Runtime\Nvidia\DLSS\Binaries\ThirdParty\Win64
Ingame Graphics options
This is a baseline setting. Increase textures, track, trees ground cover as some people have more VRAM. Do not increase reflexions or post-processing.

Every option is set to Ultra low or off when it allows.
Except for:
Ground cover low
Trees Low
Track low
Textures Low
Engine.ini modifications
Add this to your engine.ini file located at %localappdata%\WRC\Saved\Config\WindowsNoEditor

[TextureStreaming]
PoolSizeVRAMPercentage=200

[/script/engine.renderersettings]
foliage.DitheredLOD=0
r.AllowMultiThreadedShaderCreation=1
r.AntialiasingMethod=4
r.AOAsyncBuildQueue=1
r.AsyncCompute.AdaptiveBuffer=1
r.AsyncCompute.ParallelDispatch=1
r.AsyncCompute=1
r.AsyncPipelineCompile=1
r.BasePassForceOutputsVelocity=1
r.BasePassOutputsVelocity=1
r.BloomQuality=3
r.Color.Max=0.94
r.Color.Mid=0.49
r.CompileShadersForDevelopment=0
r.CookOutUnusedDetailModeComponents=1
r.D3D.RemoveUnusedInterpolators=1
r.D3D12.GPUCrashDebuggingMode=0
r.D3D12.GPUTimeout=0
r.DefaultFeatureMotionBlur=False
r.DontLimitOnBattery=1
r.Emitter.FastPoolEnable=1
r.EnableAsyncComputeTranslucencyLightingVolumeClear=1
r.EnableAsyncComputeVolumetricFog=1
r.EnableMultiThreadedRendering=1
r.EyeAdaptation.LensAttenuation=0.70
r.FastBlurThreshold=0
r.FilmGrain=0
r.FinishCurrentFrame=0
r.ForceAllCoresForShaderCompiling=1
r.GeometryCollection.Nanite.AsyncCompute=1
r.GeometryCollection.Nanite=1
r.GPUDefrag.MaxRelocations=0
r.GraphicsThread.EnableBackgroundThreads=1
r.GTSyncType=2
r.IO.UseDirectStorage=1
r.IO.VirtualTextures=1
r.LensFlareQuality=0
r.LightShafts=0
r.NGX.DLAA.Enable=true
r.NGX.DLSS.DilateMotionVectors=1
r.NGX.DLSS.Enable=1
r.NGX.DLSS.EnableAutoExposure=1
r.NGX.DLSS.Reflections.TemporalAA=0
r.NGX.DLSS.Sharpness=0.5
r.NGX.DLSS.WaterReflections.TemporalAA=0
r.NGX.Enable=1
r.NGX.EnableOtherLoggingSinks=0
r.NGX.LogLevel=0
r.ParallelBasePass=1
r.ParallelBatchDispatch=1
r.ParallelCulling=1
r.ParallelDestruction=1
r.ParallelDistanceField=1
r.ParallelDistributedScene=1
r.ParallelGraphics=1
r.ParallelInitViews=1
r.ParallelLandscapeLayerUpdate=1
r.ParallelLandscapeSplatAtlas=1
r.ParallelLandscapeSplineSegmentCalc=1
r.ParallelLandscapeSplineUpdate=1
r.ParallelLightingBuild=1
r.ParallelLightingComposition=1
r.ParallelLightingInject=1
r.ParallelLightingPropagation=1
r.ParallelLightingSetup=1
r.ParallelMeshBuildUseJobCulling=1
r.ParallelMeshBuildUseJobMerging=1
r.ParallelMeshDrawCommands=1
r.ParallelMeshMerge=1
r.ParallelMeshProcessing=1
r.ParallelParticleUpdate=1
r.ParallelPhysicsScene=1
r.ParallelPhysicsStepAsync=1
r.ParallelPostProcessing=1
r.ParallelPrePass=1
r.ParallelRendering=1
r.ParallelRenderUploads=1
r.ParallelSceneCapture=1
r.ParallelSceneColorGather=1
r.ParallelShaderCompile=1
r.ParallelTaskShaderCompilation=1
r.ParallelTonemapping=1
r.ParallelTranslucency=1
r.ParallelVelocity=1
r.ParallelZPrepass=1
r.PipelineStateCache.AsyncCompileAfterTypes=1
r.PreTileTextures=1
r.RDG.AsyncCompute=1
r.RHI.UseParallelDispatch=1
r.RHICmdBuffer.EnableThreadedCompletion=1
r.RHICmdBypass=0
r.RHICmdUseParallelAlgorithms=1
r.RHICmdUseThread=1
r.RHIThread.Priority=2
r.RHIThread=1
r.SceneColorFormat=3
r.SceneColorFringeQuality=0
r.Shaders.Optimize=1
r.SSR.MaxRoughness=0.01
r.SSR.Quality=0
r.SSS.Burley.EnableProfileIdCache=1
r.Streaming.DefragDynamicBounds=1
r.Streaming.FullyLoadUsedTextures=1
r.Streaming.FullyLoadUsedTextures=True
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.MaxMipLevelReduction=0
r.Streaming.PoolSize=0
r.Streaming.StressTest.ExtraAsyncLatency=0
r.Streaming.UseAsyncRequestsForDDC=1
r.Streaming.UseBackgroundThreadPool=1
r.Streaming.UseNewMetrics=1
r.Streaming.UsePerTextureBias=1
r.SupportAllShaderPermutations=0
r.TemporalAA.Algorithm=1
r.TemporalAA.Quality=3
r.TemporalAA.Upsampling=1
r.TemporalAA.Upscaler=1
r.TemporalAACatmullRom=1
r.TemporalAACurrentFrameWeight=0.15
r.TemporalAAFilterSize=0.15
r.TemporalAAPauseCorrect=1
r.TemporalAASamples=4
r.TextureStreaming.DiscardUnusedMips=1
r.TextureStreaming.UseBackgroundThreadPool=1
r.TextureStreaming.UseDeferredLock=1
r.TextureStreaming=1
r.ThreadedShaderCompilation=1
r.ThreadPool.BackgroundThreadPriority=0
r.ThreadPool.EnableBackgroundThreads=1
r.ThreadPool.EnableHighPriorityThreads=1
r.Tonemapper.GrainQuantization=0
r.Tonemapper.Sharpen=1.68
r.TranslucencyVolumeBlur=0
r.TranslucentLightingVolume=0
r.Upscale.Quality=5
r.Upscale.Softness=0
r.UseAsyncShaderPrecompilation=1
r.Velocity.EnableVertexDeformation=1
r.Velocity.ForceOutput=1
r.VertexDeformationOutputsVelocity=1
r.VT.ParallelFeedbackTasks=1
RHI.ResourceTableCaching=1
RHI.SyncAllowEarlyKick=1
RHI.SyncThreshold=999
s.AsyncLoadingThreadEnabled=1
s.AsyncLoadingTimeLimit=4
s.AsyncLoadingUseFullTimeLimit=0
s.IoDispatcherCacheSizeMB=4096
s.UnregisterComponentsTimeLimit=4

[/script/engine.streamingsettings]
s.AsyncLoadingThreadEnabled=1
s.AsyncLoadingThreadPriority=2
s.MinBulkDataSizeForAsyncLoading=262144
s.ProcessPrestreamingRequests=1

[/script/engine.garbagecollectionsettings]
gc.MultithreadedDestructionEnabled=1
gc.AllowParallelGC=1

[ShaderCompiler]
bAllowAsynchronousShaderCompiling=1
bAllowCompilingThroughWorkerThreads=1
bAsyncShaderCompileWorkerThreads=1
bEnableOptimizedShaderCompilation=1
MaxShaderJobBatchSize=150
MaxShaderJobs=1000
NumUnusedShaderCompilingThreads=2

[ShaderPipelineCache]
r.ShaderPipelineCache.AsyncCompileRate=32
r.ShaderPipelineCache.BackgroundBatchSize=32
r.ShaderPipelineCache.BatchTime=3
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.PrecompileBatchTime=5
r.ShaderPipelineCache.PrecompileFrameTime=20
r.ShaderPipelineCache.StartupCache=1

[/script/engine.engine]
bAllowMultiThreadedShaderCompile=1

[DevOptions.Shaders]
bAllowShaderCompilingWorker=1
bOptimizeForLocalShaderBuilds=1
bUseBackgroundCompiling=1
WorkerThreadPriority=0
VR Specific - HP Reverb G2
Use SteamVR, set headset resolution to 26% - starter setting, i'm able to use 30% right now.

In SteamVR settings, OpenXR, set steamVR as your openXR Runtime.
Disable OpenXR toolkit companion app.

Good luck with GPU's with less than 10GB VRAM...