EA Sports WRC, the first rally game made by Codemasters with the official WRC license, is set to debut tomorrow on PC, PlayStation 5, and Xbox Series S|X, priced at $49.99 on all platforms.
EA Sports WRC is also the first Codemasters game to ditch the studio's long-standing EGO Engine in favor of Epic's Unreal Engine 5. We discussed that and other tech-related topics, such as the upcoming VR mode and the possibility of adding NVIDIA DLSS 3 and AMD FSR 3 for even better frame rates, in a brief chat with Senior Creative Director Ross Gowing.
Having switched to Unreal Engine 5 for EA Sports WRC, what was your impression of Epic's popular game development technology compared to the one you were used to?
The Unreal Engine has provided a whole host of tools and workflows to our content creation teams and is what has enabled us to build the enormous 30km routes and a total of more than 600km of unique stages across the entire game.
The Ego engine had served us well for so long, but we had reached the limits of what we were able to achieve in terms of scale. Epic have been a fantastic partner for us, and their support has been key in building a game of this size and quality.
Does your game support Lumen and/or Nanite? If not, are you planning to switch them on after launch?
We don't support Lumen or Nanite and currently have no plans to add them after launch.
Does EA SPORTS WRC support ray tracing features? If not, could they be added with a patch?
We don't support Ray Tracing and currently have no plans to add it in a patch.
You've shared the game's official system requirements, but they didn't come with any indications of the resolution, settings preset, and frame rate they'd be able to provide. Could you be a little more
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