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.
 
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'd be very curious to compare F1 24 and 25 in RT, but he didn't refer to F1 24 in his post. He said they nerfed the RT presentation probably because of what is being noticed also by many other people around. You would expect to have contact and ambient shadowing in a RT presentation, which is not really the case here. What's the point of having a RT presentation if the basic, primary stuff that a RT presentation would entail, is missing? A RT presentation without contact and ambient shadowing is a nerfed RT presentation.



Yesterday after posting I was actually looking for info regarding CACAO and the AO techniques included in this game, and I also came across the techniques featured in F1 24. When it comes to AO, F1 24 featured HBAO+, AMD CACAO and Intel's ASSAO. F1 25 features CACAO and ASSAO, it dropped HBAO+. Since all the screenshots floating around, including the DF ones, show a very poor SSAO implementation as well, I wanted to check how tunable CACAO and ASSAO are; grabbed the whitepapers and... they are both very tunable. What I mean is that you can get way better results compared to the stuff seen on screenshots. So why does it suck? I have an idea: it starts with N, ends with A, it's green, greedy, and its boss could work on Broadway.
 
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you can if it's connected to a PC.
Yes everyone knows that mate, I want it on my PS5 where my F1 25 copy is and I have a racing wheel and stand which is setup in my living room for the PS5. I have a PCVR headset for PC. So I should just buy it twice? C'mon.. PlayStation has a huge player base, it's just unacceptable.
 
No offence but aren't you the same person who predicted the PSSR was sort of bilinear upscaling or something in line of such approach, very rudimentary, because sony hasn't the same access to the new tech as Nvidia?
No?

Close to what? You're crazy if you think the PS6 won't be able to do path tracing. The only way it won't is if it comes out in 2027.
Close to be able to do PT in an AAA game in anything resembling 4K.
 
It does look really good in some shots, but I feel like I'd be hard pressed to really notice in most shots if not for the side-by-side comparisons. In general, though, it's much more impressive of a jump to me than raytracing was.

Not that I'm actually going to play an EA game to see it in action, but it's cool to see how it's being implemented in the screenshots, at least.
 
How did you arrive from that quote (which ended up being 99% correct btw) to "the PSSR was sort of bilinear upscaling or something in line of such approach, very rudimentary" claim which I never made?
You sure that you're not grasping for straws now?

Not here, in the purple forum. You have the same avatar doubt it's another person.
I had the same nickname there, no need to look at avatars (still have? no idea, I left after they've banned me for a couple of days for using some forbidden word of theirs again).

Well.....of course the PS6 won't do PT in an AAA at native 4K. Why would that be necessary? That's a pure waste of resources.
I'm not saying "native 4K", "resembling 4K" means upscaling well enough to look as 4K as well.
If the console will launch in a couple of years from now you should not expect it to be more powerful that the PC midrange GPUs of today. Most of them aren't able to do PT with a 4K target in current gen AAA games already. And PS6 will have to run next gen games.
 
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I'm not saying "native 4K", "resembling 4K" means upscaling well enough to look as 4K as well.
If the console will launch in a couple of years from now you should not expect it to be more powerful that the PC midrange GPUs of today. Most of them aren't able to do PT with a 4K target in current gen AAA games already. And PS6 will have to run next gen games.

You don't think A.I. training will keep getting better every year?
 
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