F125 VR settings
Learn about F125 VR settings
Updated October 26, 2025
If you’re wrestling with F125 VR settings and feeling dizzy, blurry, or stuttery, you’re not alone. VR in F1 25 is amazing when it’s dialed in, but the default mix of resolution, reprojection, and post‑processing can overwhelm most PCs. This guide will get your F125 VR settings stable, clear, and comfortable—and show you exactly what to change if something still feels off.
Quick Answer
Start simple: launch in VR, set your headset to 80–90 Hz, disable motion blur and camera shake, turn off ray tracing, use TAA or DLSS Quality with 100% render scale, and keep mirrors/shadows low. Aim for either a rock‑solid full refresh (e.g., 90 FPS) or a locked half‑rate with motion reprojection (e.g., 45 FPS), then fine‑tune clarity by nudging resolution up.
Why F125 VR settings Feels So Hard at First
- VR renders two high‑resolution views every frame, plus the VR runtime overhead. The cost spikes in rain, at night, and around large crowds and mirrors.
- The game’s flat‑screen presets don’t translate to VR comfort. A few “cinematic” effects (blur, shake, heavy reflections) ruin clarity and add motion sickness in a headset.
By the end of this guide, you’ll have a stable baseline, know which sliders actually matter, and have a troubleshooting checklist if anything misbehaves.
What F125 VR settings Actually Means in F1 25
Plain‑English first:
- Render scale/supersampling: How sharp the image is. Higher = clearer text/track edges, but more GPU load.
- Refresh rate and reprojection: Refresh is your headset’s Hz (e.g., 80/90/120). Reprojection fills in extra frames if you can’t meet that Hz. Stable full‑rate or stable half‑rate feels best.
- Anti‑aliasing (AA): Smooths jaggies. TAA/DLSS Quality are good starts for VR.
- Post‑processing: Pretty, but costly and often nausea‑inducing. Blur/film effects are bad in VR.
- Shadows/reflections/mirrors/weather: Big performance levers in F1. Mirrors and wet reflections can tank frame time.
Technical note: On PC, F1 25 runs in VR through your OpenXR/OpenVR runtime (SteamVR, Meta, WMR, etc.). Only one upscaler/supersampler should be your “main” scaler at a time to avoid double‑blur.
Before You Start (Prerequisites)
- Hardware:
- PC that meets or exceeds F1 25’s VR specs.
- PC VR headset (e.g., Meta Quest via Link/Air Link, Valve Index, HTC Vive, HP Reverb G2). VR is PC‑only.
- Wheel or controller; a wheel makes VR feel much better.
- Software:
- Latest GPU drivers (NVIDIA/AMD).
- Headset software updated (SteamVR, Meta app, WMR Portal, etc.).
- OpenXR runtime set correctly for your headset (SteamVR or Meta OpenXR, etc.).
- Game:
- F1 25 on the latest patch.
- You’ll use in‑game menus: Settings > Graphics Settings, and Settings > On‑Track > Camera.
Step-by-Step: How to Fix / Improve F125 VR settings
- Update and prep your system
- Update GPU drivers.
- Windows Game Mode: On.
- Optional sanity checks if you see stutter later: Hardware‑Accelerated GPU Scheduling (HAGS) On or Off can change results—test both; set Power Plan to High Performance.
- Set the correct VR runtime
- SteamVR users: In SteamVR, set it as the default OpenXR runtime.
- Meta Quest (Link/Air Link): In the Meta PC app > Settings > Beta, set Meta OpenXR as default.
- WMR: Open Mixed Reality Portal and set OpenXR there.
- Close other VR platforms you’re not using to avoid conflicts.
- Headset refresh rate and (if relevant) Link/Air Link basics
- Choose 80–90 Hz to start (easier to meet than 120 Hz).
- Quest Link/Air Link:
- Refresh: 80/90 Hz.
- Bitrate: Auto or 300–500 Mbps if your connection can handle it.
- Codec: HEVC/H.265 (usually clearer at the same bitrate).
- Link Sharpening: On.
- Launch F1 25 in VR
- From Steam: Click Play > Play in VR (or add “-vr” to launch options).
- In Settings > Controls, bind a button to Reset/Recentre VR View.
- Apply a safe VR graphics baseline (in-game) Settings > Graphics Settings (names can vary slightly by patch; use closest matches):
- Turn these OFF or to minimum:
- Motion Blur: 0
- Depth of Field: Off
- Film Grain/Chromatic Aberration/Lens Flares: Off (or Low if you prefer a tiny bit of flair)
- Ray Tracing: Off (too expensive in VR)
- Screen Space Reflections: Off (start here; revisit later)
- Keep these modest:
- Shadows: Medium
- Ambient Occlusion: Off or SSAO Low
- Weather/Volumetric Effects: Low–Medium
- Particles: Low–Medium
- Crowds: Low
- Mirrors: Low (huge VR win; Medium if your GPU is strong)
- Keep these high if you have VRAM:
- Textures: High
- Anisotropic Filtering: 16x
- Anti‑Aliasing & scaling:
- Start with TAA or DLSS Quality (NVIDIA) / FSR 2 Quality (AMD).
- Render Scale/VR Pixel Density: 100% to begin.
- Sync/latency:
- V‑Sync: Off (VR runtime handles sync).
- Set camera/comfort (critical for nausea) Settings > On‑Track > Camera:
- Camera Movement (World Movement): 0
- Look to Apex: 0
- Camera Shake: 0
- If “Lock to Horizon” exists: 100 (reduces nausea by keeping the world stable)
- Bind “Reset VR View” to something easy to reach on your wheel/controller.
- Pick ONE place to scale clarity Choose one of:
- In‑game Render Scale/Pixel Density, OR
- SteamVR Per‑Application Resolution (start 100%), OR
- Your GPU upscaler (DLSS/FSR) Quality/Balanced Don’t push all three. Start with AA = TAA or DLSS/FSR Quality and 100% render scale, then raise either render scale (to 110–130%) or SteamVR resolution (to 110–130%) until FPS becomes unstable.
- Establish a performance target
- Full‑rate target: Match headset refresh (e.g., 90 FPS @ 90 Hz).
- Half‑rate with reprojection: 45 FPS @ 90 Hz (ASW/Motion Smoothing/Reprojection). This feels smoother than bouncing between 50–80.
- Enable your runtime’s motion reprojection:
- SteamVR: Motion Smoothing On (per‑app if needed).
- Meta: ASW Auto/45 Lock (via Oculus Debug Tool or Tray Tool).
- WMR: Motion Reprojection Auto/Always On.
- Test in two scenarios
- Clear-day Time Trial at a fast track (Silverstone/Monza) to check baseline.
- A heavy case (night or light rain with AI) to check worst‑case. If it wobbles between reprojection states (e.g., 45↔90), lower mirrors, shadows, AO, and SSR first; then reduce render scale a notch.
- Polish clarity and save
- If text or brake boards look soft: increase render scale or SteamVR per‑app resolution by 10% steps, or try DLAA/TAA + higher render scale.
- If shimmering on fences: prefer DLAA or TAA at slightly higher resolution over aggressive upscaling.
- Save as a “VR Baseline” preset. You should now have a stutter‑free, readable cockpit.
Common Mistakes and Myths About F125 VR settings
- Chasing 120 Hz in heavy conditions: A rock‑solid 80–90 Hz or locked 45 with reprojection feels far better than fluctuating 60–100.
- Double scaling: Don’t use high SteamVR supersampling + in‑game render scale + DLSS all at once. Pick one main scaler.
- Leaving motion blur/camera shake on: Great for TV, awful in VR.
- Maxing mirrors: Mirrors hit VR hard; Low/Medium is plenty.
- Enabling ray tracing in VR: Looks nice in replays; too expensive for racing.
- Ignoring seat position: Misaligned seat causes eye strain. Use the in‑garage seat adjustments and bind Reset VR View.
Troubleshooting and “What If It Still Feels Wrong?”
Game opens flat instead of VR
- Likely cause: Wrong launch mode or runtime conflict.
- Fix: In Steam choose “Play in VR” (or add -vr). Ensure only one OpenXR runtime is active. Close extra VR apps.
Headset shows black or stuck loading
- Likely cause: Overlay or API hook conflict.
- Fix: Close overlays (Discord/GeForce/RTSS/Afterburner) and try again. If you use RTSS, set Application Detection Level to None for F1 25.
Stutter when turning your head
- Likely cause: Reprojection toggling or too‑high reflections/SSR.
- Fix: Force reprojection to Always On/45 (or lower graphical load) and disable SSR. Lower mirrors one step.
Random micro‑stutter every few seconds
- Likely cause: Background apps or power management.
- Fix: Set Windows Power Plan to High Performance; disable USB selective suspend (for Link cables); close launchers/browsers.
Blurry HUD/text, clear center only
- Likely cause: Too low render scale or default Link settings.
- Fix: Raise render scale 10–20%. For Quest, enable Link Sharpening; for SteamVR, disable Advanced Supersample Filtering if it smears text.
Shimmering fences or white lines
- Likely cause: Upscaling artifacts.
- Fix: Use DLAA or TAA and increase render scale slightly. Keep sharpening conservative.
Big FPS drops in rain/night
- Likely cause: Reflections, volumetrics, particles.
- Fix: Lower Screen Space Reflections, Volumetric effects, Particles, and Shadows.
Input lag feel in VR
- Likely cause: V‑Sync or excessive buffering.
- Fix: V‑Sync Off in-game; in GPU control panel, set Low Latency Mode to On (not Ultra) for f1_25.exe; don’t cap frames too aggressively.
Note: Menu names and exact options can shift with patches. If you don’t see a setting, look for the closest equivalent (Reflections/SSR, Post‑Process, AA, etc.).
Pro Tips Once You’re Comfortable
- Per‑app tuning: In SteamVR, set F1 25’s resolution independently from global to avoid breaking other games.
- Two‑preset strategy: Make a “Clear/Dry” preset (slightly higher resolution) and a “Rain/Night” preset (lower SSR/shadows) and swap quickly.
- VR Zoom and OSD: Bind VR Zoom for quick glance at the MFD; increase OSD scaling so fuel/ERS are readable without eye strain.
- Recenter habit: Tap Reset VR View while on a straight so your seat lines up with the wheel and mirrors.
How to Know It’s Working (Definition of Done)
- You can run 20 minutes without nausea.
- Apexes, 100m boards, and MFD text are readable without squinting.
- Frame time is stable: either at full refresh (e.g., 90 FPS) or a steady half‑rate with reprojection (e.g., 45 FPS) with no oscillation.
- No big hitching when entering pits, rain starts, or a pack of cars surrounds you.
Next Steps and Related Guides
- F125 wheel and force feedback settings: Nail the feel so the car talks to you in VR.
- F125 cockpit/HUD in VR: Seat position, OSD scaling, and VR ergonomics.
- F125 PC performance tuning: Driver settings and Windows tweaks that help every track and weather.
If you get stuck, revisit the baseline, pick one scaler, and aim for stability first—clarity second. Once your foundation is solid, nudging sharpness becomes easy.
