F1 25: Five LIDAR-scanned Tracks, Path Tracing Lighting To Debut

F1 25 Melbourne LIDAR.jpg
Following the first deep dive into F1 25, the second batch of information on the upcoming Formula One game covers year-on-year improvements and presentation updates.

F1 25 is on its way, and EA Sports and Codemasters are slowly unveiling more information about the upcoming Formula One game. The first deep dive on April 10 covered the changes that will be in place regarding MyTeam and Career Mode where quite a few things are set to be a bit different once the game releases on May 30, 2025.

That was not the entire extent of it, however. Next to the return of the Braking Point story mode, there will be numerous year-on-year improvements, adjustments and changes, which are covered in the second deep dive. This includes tech advancements and different ways to play the game.

F1 25 Imola LIDAR.jpg


Five Tracks Get The LIDAR Treatment​

One of the more notable features mentioned when F1 25 was officially announced is the arrival of LIDAR-scanned tracks. A staple in many modern sims, this adds more detail and accuracy to the track models as well as their surfaces, something many have criticized in the past.

However, it is only a fraction of the calendar that got to enjoy the treatment - five, to be exact. Bahrain, Miami, Melbourne, Suzuka and Imola will be improved this way, which also means that they receive update track surface shaders and improvements to the foliage surrounding the track, such as correct placement and species of trees.

Three Reverse Circuits​

There will be no new additional tracks in F1 25, but a new way to race a few of them will debut: Reverse tracks were subtly hinted at in the reveal trailer and later confirmed, but as with the LIDAR tracks, only fraction of the locations in the game are set to feature this - and for good reason, as Creative Director Gavin Cooper explained.

"I'm sure a lot of our fans are gonna think it's as simple as picking the car up and spinning it around, but there is a huge amount of work that goes into the tracks beyond the visuals", Cooper stated. This includes the placements of DRS zones, the starting grids and marshals, as well as adjusting the AI lines - so there is a bit more than meets the eye.

The three tracks that players can race in reverse are actually the three that could already be seen in the reveal trailer, namely Silverstone, the Red Bull Ring, and Zandvoort. We could imagine more tracks to be added after the game's release - although initial reactions to their inclusion have been mixed at best.

F1 25 MyTeam 2.0 2.jpg


Deeper Customization​

Refined customization options are also part of F1 25. The decal editor for creating liveries, for instance, will do away with the predetermined sponsor logo slots, instead focusing on areas of the car in which players can place logos freely. Similar to livery editors in other titles, logos can be moved, rotated and scaled. They will also have more color options for more believable looks.

Meanwhile, players will also be able to set the font and color of their driver numbers.

F1 25 Hamilton Ferrari Path Tracing.jpg


New Presentation & Path Tracing​

F1 25 will introduce new cinematics and have Naomi Schiff join Natalie Pinkham and Anthony Davidson as a presenter in MyTeam and Career Mode. Crowd sizes during podium celebrations will now also depend on the track, with some seeing bigger crowds than others.

PC players can also look forward to improved visuals, as Path Tracing will make its debut in F1 25 - console racers are out of luck regarding the technology, though.

"Path tracing is essentially an improved ray tracing solution that allows you through global illumination not just directly from a light source, but also indirectly from the light bouncing off other surfaces. It gives you a much more realistic view and is a big step up in terms of visual fidelity", explained Cooper, who also stressed that the feature will require one of the more beefier models of GPU on the market.

On the audio side of things, the pool of real-world voice lines has been doubled. Drivers and engineers can also go back and forth now. For one of the more logical changes, engine sounds are now tied to the engine a car uses, not the model - so all MyTeam cars sounding alike will be a thing of the past.


F1 World Introduces Invitationals​

Multiplayer-focused F1 racers can look forward to a new online mode: Invitationals enable you to compete against the AI in groups and score points, with different prize tiers requiring more points. The more friends you grab for an Invitational, the easier it is to score more points for better rewards.

As EA Sports and Codemasters put it, "each Invitational you acquire is a one-time key to a multiplayer race with gameplay mods/properties specific to that Invitational" - so it sounds like every Invitational will present players with a different scenario.

Furthermore, the Driver of the Day system will be expanded to highlight the race winner, the driver who set the fastest lap, driver of the day, most overtakes and the cleanest driver.

What do you make of the latest F1 25 deep dive? Let us know in the comments below and join the discussion in our F1 game series forum!
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About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

Will the VR performance be just as terrible as it was in all F1 games so far ? What sucks that NOBODY will report bad PC performance from the channels that will receive the game early because if they would criticize the game for running like crap they wloud lose access to all future releases. If i see any of those and they will be lying again i will be sure to add them to my "Never show this channel" list.
 
Premium
It would be really nice ti have a decent 3 monitor setup working correctly, but could be too early, it's been only 13 years... Let's see!

Yes I know, it's not advertised so it's not included as always
 
Will the VR performance be just as terrible as it was in all F1 games so far ?
I haven't seen that to be the case. Sure if you don't hit your target fps it'll be a jittery mess, so you just ensure that the game is configured so that it can hit your target fps. So many people don't bother to look into the matter and just complain. I run 6K at 45fps reprojected to 90Hz on my Reverb G2 using the VR Medium preset on my RTX 3090 and it's perfectly fine. The headtracking is a little off if you were to look around like you would in any other car, but for the restricted head movement in F1 (especially with HANS) then that's a non-issue too. Yes this all could be better, but there's no deal-brakers in there if your PC can cope and you know how to work within limitations.

As for my biggest VR issue - it's nothing to do with VR directly but as the HUD is mostly missing we need much better pit radio / engineer talk. I know a lot of stuff can be called up in the in-game pop-up menu, but I'd much rather have intelligently timed updates of: tyre deg, response and management to tyre deg (predicting pit stops early or later than planned dependant on what tyre is left), dynamic & reactive pit strategy for undercuts being offered instead of leaving it to me to work out, gaps ahead and behind (currently just says who, not by how much), pace targets for myself including any areas for improvement (even if just by sector). Currently (F1'24 and prior) the pit radio guy is mute until prompted, leaving me racing well in the dark. Also, don't rely on what little pit radio to be triggered when going over the line - last weekend I was trying to deal with braking for turn 1 in Bahrain and the bloke was nattering away distracting me - never talk in braking zone - should be left for the longer straight(s).

My biggest issue with '24 which really needs improvement is a sizeable deadzone on the throttle. The car barely responds for the first 25-30% application, so you have to throttle early and slowly, find the bite point of the throttle then blend on. Sometimes you can be just a touch too eager and it'll put too much throttle in too short a time-space and completely snap the car sideways. Some small snaps can be caught, but some definitely can't, and this is also inconsistent as some times I launch the game this isn't much of a problem, other launches it is and I have to restart the game. Don't know if it's a Fanatec or game issue, but it so needs fixing.
 
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In a few years, the F1 games will have all tracks laser scanned. You just have to pay each episode a few years more to help the "poor" EA to complete the process... And do not forget to applaude and thank EA each time you get a few new laser scanned tracks.
 

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