The fidelity here just doesn’t feel like a generational leap from 2019’s Dirt Rally 2.0, despite the fact WRC is only available on PC and current-gen consoles. The only freezing problems I want to encounter in a rally game are ones that can be dealt with on studded snow tyres. For a racing category where you’re barely able to blink for fear of a gnarly wreck, these micro-freezes are like being poked in the eye – and they definitely had a tendency to throw off my rhythm and reactions in complex corner sequences. On Xbox Series X I encountered it whether set to 4K or 1080p, and there are definitely instances where the stuttering always repeats at about the same point on a particular stage. I suspect I could probably ignore it if it was confined to just the pre-race camera pans across cars as they wait on the start line, where it is just annoying, but unfortunately it also occurs during actual racing. However, this engine swap also appears to have introduced a range of nasty performance issues in WRC that I never came across in the previous Dirt series. I do enjoy longer stages like this (just like the Epic Stages in the previous official WRC games from Kylotonn) as they’re such satisfying tests of consistency and endurance, and they have a real feeling of occasion to them you just don’t get from quick, five-minute blasts. Those extra-long stages have arrived at around 30 kilometres they’re around twice the length of even the longest routes in the previous Dirt games, and they are very welcome. WRC has seen Codemasters pivot from its traditional in-house engine to Unreal, a switch that was described as necessary in order for WRC to support the longest rally stages the studio has ever built.
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