iRacing’s 2025 Season 4 update brought a host of major changes, including a completely revamped UI. But for VR enthusiasts, the most exciting addition is dynamic eye tracking for foveated rendering.
From Fixed to Dynamic Foveated Rendering
Previously, iRacing introduced quad-view fixed foveated rendering, which kept the center of your vision in sharp focus while reducing GPU load in peripheral areas. While this was a great performance boost, the sharp zone was fixed in the center. If you looked slightly away, the edges could appear blurry.
With Season 4, eye tracking transforms this system. Now, the focus area moves dynamically with your gaze, ensuring that wherever your eyes look, that region remains crisp and high-resolution.
This upgrade not only reduces GPU load but also maintains consistent image clarity across your entire field of view, a significant improvement for VR sim racers who demand both performance and visual fidelity. 
Real-World Testing: Pimax Crystal Super + iRacing
To see how this feature performs, OverTake_gg tested the eye-tracking-enabled foveated rendering using the Pimax Crystal Super headset.
Watch the full video:
Test results
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Track & Scenario
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Settings / Mode
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FPS
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Observations
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Okayama – Baseline
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Quad Views OFF, Eye Tracking OFF
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60–90
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Even on outlaps with no AI, frame rates dipped into the 60s; noticeable stutters, not ideal.
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Okayama
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Quad Views ON, Eye Tracking ON
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90 (locked)
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Stable 90 FPS from pits to full track conditions; smooth and fluid experience with no lag or stutter.
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Sebring – Daytime Test
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Quad Views ON, Eye Tracking ON
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Mostly 90
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Brief FPS dips in certain track sections; overall fluid and consistent.
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Daytona – Night Stress Test
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Quad Views ON, Eye Tracking ON
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Occasional dips, quickly recovers to 90
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Nighttime load is heavier; performance mostly stable and driveable. Minor settings tweaks could help optimize.
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Suzuka – Rain Performance
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Quad Views ON, Eye Tracking ON
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90 (locked)
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Performance remains smooth even in heavy rain and spray; eye tracking effectively maintains clarity and FPS.
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Bristol – Oval Evening Race
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Quad Views ON, Eye Tracking ON
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Daytime Practice: 90 (locked) / Race: ~45 (reprojection triggered)
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Practice session without cars locked at 90 FPS. In full race with cars at evening, FPS drops occur at full speed; minor optimization likely needed to maintain stable 90 FPS.
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PC Specs: AMD Ryzen 7 9800X3D (Stock), Nvidia RTX 5080 OC, 32 GB

Conclusion
These results demonstrate that enabling eye tracking in combination with quad-view rendering dramatically improves performance in complex VR scenes. Players enjoy smoother frame rates, lower GPU load, and sharp visuals wherever they look.
iRacing continues to push VR innovation, and this update is a clear example of how much impact gaze-driven rendering can have on the sim racing experience. For the best VR experience in iRacing Season 4, make sure you’re using a high-quality headset with eye tracking, like the Pimax Crystal Super.

