F1 25 Path Tracing update early access

There's a difference between rasterization and ray tracing, but I feel like there's a massive difference between ray tracing and path tracing. The way every light source is accounted for and bounces light more realistically to lit up the place.
If we ever get to a point where PT is the standard and everything is actually designed around it, that's when things start looking crazy.
This statement not make sense at all. Faked lighting isn't a less noticeable difference compared any real time rendering insofar as better can be path tracing over raytracing.
 
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It's actually technically nerfed. Game uses Nvidia's DDGI for its RT presentation. DDGI needs additional AO, be it SS or RT, for contact shadows and additional tuning for self shadows. As we can see, the RTAO implementation ends up leaving a lot of stuff out of the BVH, and the SSAO they use can't even make up for that because they are featuring CACAO, which, although I have never used it, it has always looked like crap and almost non-existant in any game it got featured in.
Look at the post I'm replying to. He said they nerfed the standard RT mode to shit, but the standard RT mode uses the same techniques as F1 24…DDGI for the lighting because it's cost-effective, so they didn't pare back the RT. They enhanced it with the new mode.
 
I don't understand, why does this need to be in real-time? If the time of day doesn't change, why not use path tracing during dev to look at various light sources, and then recreate it all during rasterization?

Time of day is fixed, environment is fixed, I don't understand the need for real time computing
 
I don't understand, why does this need to be in real-time? If the time of day doesn't change, why not use path tracing during dev to look at various light sources, and then recreate it all during rasterization?

Time of day is fixed, environment is fixed, I don't understand the need for real time computing

Baking only works for static elemets on the screen (so no cars). It also requites a LOT of time, game has different times of day and weather.
 
This statement not make sense at all. Faked lighting isn't a less noticeable difference compared any real time rendering insofar as better can be path tracing over raytracing.
Confused Marketing Agency GIF by 2TON Agency



Maybe this helps you out.

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Thanks for your input Karim, we will be in touch if we need anything more.
Listen I'm just saying you have just bizzare take and very subjective, but baked effects are far more worse vs raytracing over raytracing vs pathtracing. But you are free to prefer prebaked rendering (which really I don't get it at all, you notice immediately when something is faked when you get used to real time effects.)
 
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You can still rasterize lights and reflections to look similar to ray traced. That raster in this example is a lazy raster.

The same could be said for the raytraced example too, nothing stopping you from casting more rays and having multiple bounces to get a similar look to "pathtracing"
 
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Listen I'm just saying you have just bizzare take and very subjective, but baked effects are far more worse vs raytracing over raytracing vs pathtracing. But you are free to prefer prebaked rendering.
I.. never said that? What I mean is that tray tracing looks better than rasterization, but path tracing looks vastly better.
 
Game is goated. Best looking racing game on the market now. Cross posting my shots from the graphics fidelity thread:

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Also forget all that nonsense about needing a 5090 for path tracing:

St4XiYY.jpeg
 
The same could be said for the raytraced example too, nothing stopping you from casting more rays and having multiple bounces to get a similar look to "pathtracing"
Well, yeah. One thing I have noticed is that since RT has started to become more and more of a thing, select devs have pushed out "lazy" raster solutions. Letting RT do the heavy lifting and lessening their artistic craft.
 
Started playing this on SX today. Looks very nice and clean, nothing popping out over last year's games visually but these racer games always look great.

Though one thing that I wish they'd fixed, the tires on the car always look like they're floating above the track.

And human character models are still pretty sub-par. For a game that promises to have a full fledged 'story' mode, with a lot of front shots of characters, wish they'd spent some more time on it.


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Game is goated. Best looking racing game on the market now. Cross posting my shots from the graphics fidelity thread:

F1-25-Screenshot-2025-06-04-04-27-21-12.png

F1-25-Screenshot-2025-06-04-03-35-59-24.png

F1-25-Screenshot-2025-06-04-01-34-10-86.png

F1-25-Screenshot-2025-06-04-01-56-10-13.png

F1-25-Screenshot-2025-06-04-04-35-54-57.png

F1-25-Screenshot-2025-06-04-04-52-37-100.png

F1-25-Screenshot-2025-06-04-04-51-02-38.png

F1-25-Screenshot-2025-06-04-04-45-20-28.png

F1-25-Screenshot-2025-06-04-04-42-50-12.png

Also forget all that nonsense about needing a 5090 for path tracing:

St4XiYY.jpeg
What are your settings graphically cos mine dont look this sharp at 4k.
 
What are your settings graphically cos mine dont look this sharp at 4k.

Not much more than max settings:

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Photo mode shots might look a bit better than gameplay so I took a couple screens of how it looks in normal racing. Just disabled the HUD:

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I force the latest DLSS version through the Nvidia app:

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In-game I also use the RTX Remix overlay filter called "Brightness and Contrast" to tweak a value called shadows to 50. That adds some much needed contrast to the picture.
 
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