F1 22 in VR: You're in the Car, Not Watching It

F1 22 is the first F1 game with native PC VR, and dropping into that cockpit with the helmet on is the closest this series has ever come to putting you on the grid.

F1 22 in VR: You're in the Car, Not Watching It
Tier
B
Platforms
PCVR
VR Option
Native VR
Release
Jul 1, 2022
VR release 07/01/2022
Input
Gamepad Preferred
Setup
Moderate Setup
Performance
Heavy Demand
Comfort
Moderate Intensity

I spent a weekend in the cockpit of an F1 car. Not a real one — F1 22, in VR, on my PC — but the first time I rounded a blind apex at Monza and could actually feel where the apex was because my head was turned toward it, the line between “video game” and “I am driving” got real thin.

Here’s the thing: F1 22 is the first game in the entire F1 series with native VR, and Codemasters didn’t half-ass it. This isn’t a stereoscopic 3D window with a head-tracked camera bolted on. It’s an in-engine cockpit mode that drops you into the seat across My Team, Career, Grand Prix, Time Trial, and even multiplayer — where you can line up on the grid against people playing flat and they’ll never know you’re wearing a headset.

Getting in is the easy part. Connect a supported headset, launch on PC, flip VR on. The officially supported list is Valve Index, Quest 2 with a Link cable, Rift S, Vive, and Vive Cosmos — and the community has it running on the HP Reverb G2 too, which isn’t on the box but works. No mods, no loaders, no Discord profiles to chase. You enable it and you’re in. The real gate isn’t setup effort, it’s the GPU hanging off the back of your motherboard: this is a heavy VR title and you’ll spend real time in the settings menu earning a clean frame rate.

Okay, so you’re in the car. What actually hits you is spatial awareness. Flat F1 is a HUD and a chase cam. VR F1 is a narrow cockpit, a halo of mirrors you have to physically crane your neck to check, and a steering wheel sitting in front of you. You spot the apex because you turned your head, not because a marker told you to. You read a rival’s line out of Turn 2 because you actually looked over there, not because the minimap lit up. The racing line stops being something you read and starts being something you occupy.

The sense of speed is the other shock. On a monitor, 300 km/h is a number on the dash. In the headset, with the cockpit framing your view and the world rushing past the sidepods, it’s a physical sensation. Through a wet Monaco — and the launch coverage was full of people losing it in the rain — the spray and the blindness into a corner you can’t see is genuinely tense in a way no flat replay captures. The first time I got it wrong into a corner and spun, my stomach knew before my brain did. That’s not a complaint; that’s the whole point of VR racing. But it’s worth saying plainly: this is a seated simulator and the high-speed lateral motion can get to you on fast direction changes, especially if you’re new to sim racing in VR.

Strengths are easy to list for this one. The cockpit presence is the headline — you’re inside the car, not above it. Cross-play multiplayer is a genuine win; the VR crowd and flat crowd share the same lobbies, so you’re not stranded in a VR-only ghost town waiting for another headset owner to show up. Career, My Team, and the full single-player suite all run in VR, so this isn’t a Time Trial tech demo with a bow on it — it’s the whole game with the visor down. And because it’s official, it’s stable: no profile-breaking updates, no “hope the modder comes back” anxiety hanging over every patch.

There were early rough edges worth naming. The launch build had VR crashing on launch through the Origin client, and the community spent a bit of time after the 1.05 patch sorting that out before it settled. That’s a contemporary footnote now, not a standing problem, but it’s the kind of thing that bit early adopters on day one.

The weaknesses are real but narrow. First, it’s PC only. If you’re on console, this VR mode doesn’t exist for you — no version ships it. Second, the performance tax is steep; you’ll want a high-end rig, and even then you’re balancing headset resolution against the EGO engine’s draw calls to keep reprojection away. Third, this is cockpit look-only: your head moves, your wheel or gamepad drives, and there are no motion controllers to “feel” the car. For a racing sim that’s exactly right — you don’t wave your hands at an F1 car — but if you came expecting room-scale physicality, this isn’t that. It’s a seat, a wheel, and the track.

There’s also the flat-UI-in-headset reality. Menus are readable but they’re flat panels floating in space, not a redesigned VR interface. You’ll do your garage setup on a panel, then drop the visor and race. It works; it just isn’t pretty between sessions, and anyone hoping for a fully native VR front end will notice the seam.

Who this is really for is obvious and honest. If you already love F1 or sim racing, this is the best the series has ever felt, full stop — the cockpit presence and the spatial read of a corner are enough to make flat feel like a compromise. If you’re curious about VR racing and you’ve got a capable PC and ideally a wheel, it’s a genuinely great place to start, because the official support means it just works. If you don’t care about motorsport, no amount of cockpit presence will manufacture the interest — this is a racing sim, not a theme park, and the appeal lives or dies on whether the grid means something to you.

F1 22’s VR mode is a proper, complete, native implementation that finally makes the series worth playing in a headset. The caveat isn’t the experience — it’s the bill of goods: a strong PC, a real taste for racing, and the patience to tune for frames. Climb in with those, and the cockpit is real.

Verdict

Recommended with Caveats
B

F1 22's VR mode is a proper, complete, native implementation that finally makes the series worth playing in a headset — provided you've got the PC to run it and the interest to climb in.

RacingSim RacingSportsNative VROfficial VRCockpitSeatedSim RacingCross-play
Sources
Research conducted via EA's official F1 22 VR announcement, SimRacingSetup and A Tribe Called Cars VR setup guides, EA forums VR support thread, RadioTimes headset roundup, RacingGames deep-dive coverage, and launch-era VR gameplay videos from sim-racing creators (Tiametmarduk, Veloce, TmarTn, aarava, Alex Gillon).; assessment based on official documentation and community coverage.
Updated 2022-07-01