F1 24 Is Free To Play For The Las Vegas Grand Prix Weekend

F1-24-Las-Vegas-Free-Play-Weekend.jpg
Images: EA Sports
Just like its predecessor, F1 24 is free to play on the weekend of the Las Vegas Grand Prix, this time from November 21 to to 25. A big discount and a special livery also await.

Three race weekends remain in the 2024 Formula One season, with the Las Vegas Grand Prix kicking off the trio of races on the home stretch starting on November 21. For sim racers, this also marks the start of a free-to-play period for F1 24, as the official Formula One game will be available to try for anyone without charge until November 25.

This follows a similar weekend in 2023, which was also coupled to a celebration of F1's return to Sin City for the first time since 1982 hosted by EA Sports, which is not part of the event this time around. F1 24's free access period will be available on Steam, Xbox and PlayStation and includes the last-gen editions - so Xbox One and PS4 - as well. PC players have the longest free-play period at their disposal via Steam.

F1-24-Las-Vegas-Free-Play-Weekend-Calendar.png


With both the 2024 Constructors’ and Drivers’ Championship still up for grabs, this is the most exciting end of season we have seen in a while. We want everyone to jump into the cockpit and experience the edge-of-your-seat excitement of being an F1 driver during this free-to-play weekend,” said Lee Mather, Senior Creative Director for EA SPORTS F1® 24. While the Drivers' Championship is technically not decided yet, Max Verstappen could already wrap up the title race in Las Vegas as long as he finishes ahead of Lando Norris or both do not score points.

Meanwhile, the still-reigning Champion has designed a livery with artist Lefty Out There that every F1 24 player can claim until January 6. The design is "inspired by Max's championship wins, mentality, and personal style", according to EA Sports. Additionally, players will also receive Double Podium Pass XP during the free play period.

F1-24-Las-Vegas-Free-Play-Weekend-Verstappen-Livery.jpg


Those who do not own F1 24 yet and find that the title suits them during the free play period can purchase the game at a 60% discount for the duration of the weekend. Their progress from the trial period will carry over, too.

F1 24 has recently received update 1.14 with several improvements to its visuals, including the Las Vegas circuit, on PC and current-gen consoles. Prior to that, EA and Codemasters announced that they are not planning to fix invisible bumps on certain tracks in the game - a decision which many in the sim racing community were not happy with.

Will you give F1 24 a look during its free play weekend for the Las Vegas Grand Prix? Let us know in the comments below and join the discussion in our F1 game forum!
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

Not even worth the trouble for me to download and install as I have no interest.
If that game gets some significant changes, in the years to come, then maybe. I have F1 2022 and I will probably not even bother play it either.
 
Last edited:
it's cool, this game is almost perfect for the F1 simulation...I dont play it cause I use triple and it looks awfull on triple vs a real triple support
For me this series has the best career in any racing games.
I mean nothing comes close , specialy progression feel , R&D mechanics...

Yep we have miles better F1 cars/tracks in AC(RSS/VRC...) or AMS2 with top notch physics/car handling/sounds etc.... but sadly those games don't have a proper career.

Because of that i praise these codemasters's yearly releases.
 
Last edited:
They did this last year with F1 23 and im still hooked on that game because of it. Got VR running great and I think the cars handle well enough for immersion (bad throttle/break control is punished immediately for example).

Just started my second season and have no desire to move to F1 24 as I heard the handling was not as good. And random challenges that pop-up during a race (I do full length races and don't want those things to distract me).

But a free demo weekend is cool nonetheless!
 
They did this last year with F1 23 and im still hooked on that game because of it. Got VR running great and I think the cars handle well enough for immersion (bad throttle/break control is punished immediately for example).
Totally agree.

As much as I planned to boycott F1'24 due to all the issues relating to steering rotation, supposedly worsened / more arcadey handling & physics, flat kerbs, and the distasteful inclusion of Abu Dhabi 2021 scenario - seeing as it's free this weekend I'll use that opportunity to give it a go and check out first hand how it compares to 23. Even if 24 is a pile of mess then I'll gladly continue playing '23, even into '25.
 
Remember this is the same company that refuses to fix their tracks until the NEXT game. Yet they think this is worth $70 USD. (Source: https://answers.ea.com/t5/Updates-N...-Issues-Last-Update-November-13/td-p/13760277)
Tracks - Potential ongoing issues with invisible bump at Turn 13 (Spain), Turn 1 (Bahrain), Turns 14-15 (Miami), and Turn 15 (Silverstone). Unusual collision behaviour with kerb at exit of Turn 13 (China)
  • Improvements to these areas won't be made for F1 24. These issues will be investigated for our future titles.
 
I know better, but i'm still going to try the game in VR.

Should be a frustrating 15 min before uninstall ;)
 
So I gave '24 a spin last night and found out some stuff that I've not seen or read about before so I'll share here. For reference, I normally race '23 every real race weekend, including full qualy sessions and typically 25% race distance (sometimes 50%).

I initially had 10 minutes practice on '23 (Interlagos in Merc) to refresh my memory of exactly how it felt (which I thought was good / decent). When I put '24 on using the exact same settings (and another short session) the car felt absolutely nailed to the track and I immediately thought: yeah, it's arcadey (as was criticised by some at launch) and all built for esports competitive play and not realism - and I didn't like it, and felt like uninstalling immediately. However the FFB did feel a bit more detailed which got my attention.

So I put '23 on again for another comparison admittedly in the expectation of thinking that '23 was going to be better due to more realistic / less arcadey handling, but that wasn't entirely quite the case. First matter that was apparent was the change in steering rotation - '24 felt tight and precise while in '23 I was now going wide on corners because of the wider rotation required. Maybe it was just from jumping from one title straight into another, but '23 felt worse or at least not as much to my preferred style as '24. That extra rotation in '23 allowed for a slightly more progressive feel in forces, but it also had an increased range in the sensation of tyre slip to the point of feeling exaggerated and not what you'd expect an F1 car to have.

So I went back to '24 again and yeah it felt considerably tighter in steering response, maybe (I guess) a fraction too downforcey but again the grip felt nearer to what you'd think an F1 car would have (i.e. a very significant amount). To combat the being overly nailed down problem I then turned the TC down from medium to off - I'd initially set it to medium as on '23 even with that setting I was having moments of unstoppable oversteer that'd drift you off the track. This is where the fun really started happening in '24 - I quickly found out where the limit was coming out of corners and I could generally consistently stay within that. The best part though was when I'd crept over the limit, instead of in '23 where you'd just drift & rotate 90+ degrees off track, '24 can still do that if you absolutely boot it out of a slow corner, but if you're feeding the throttle on at a more considered but still pushing manner '23's drift is replaced with a lovely bit of snap oversteer which is perfectly communicated through the FFB. It can be gathered up if you're quick and it's quite forceful if not almost a bit violent through the wheel, but every time it happened it put a big smile on my face. You basically really felt that you were pushing and fighting the car onto its limits instead of trying to stay a bit within them on '23, ultimately transforming the experience from what was being calculated and careful to being calculated and pushing your luck, which was so satisfying and as it should be. Obviously disabling TC made the experience much more authentic so the immersion factor increased big-time there.

I quickly put '23 back on and oversteer drifted off track twice in the first lap and then came to the seeming conclusion that '24 is (now) more playable and fun.

Just to really test the range of handling, physics, FFB etc I put '24 back on yet again but this time at Singapore (night street circuit race) and after a couple of small spins out of slow corners and learning when to short-shift more I was having lots of fun. It still felt a touch gamey by it feeling like there was maybe a bit too much downforce / grip, but it also still felt what I presume is more realistic than '23 with its occasionally absurdly slidey oversteer moments. I also noticed the difference in the car weight (through the FFB weight) between low-fuel practice and the start of a more-fuelled up race start, plus the car was more prone to snap oversteer with low fuel than when weighted down with race amounts of fuel. I can imagine on longer races that'd make constantly finding the changing limit a realistic and fun challenge, and this welcome weight / handling aspect is an extra dimension that I don't recall feeling much if at all in '23.

I haven't tried VR in '24 yet, but despite what I hear others complain about I race '23 in VR perfectly fine (with some careful PC monitoring) so hopefully '24 will be no worse at the least.

Maybe I'll go back to '24 again and find it to be too grippy and unrealistic and I'd want to retry '23's less forgiving physics, but after that session I currently feel it's an improvement / step in the right direction over '23. That said, in '25 they could maybe tone-down the grip a smidge.

TLDR: If you like '23 but have an issue with oversteer drifting out of corners or not feeling that you can fully attack the track (and car) then this free-to-play weekend is definitely worth a go (in my opinion).
 
Last edited:
I wonder how some of you guys can play F1 23 in VR. I remember that the lateral movement of my head was not translated 1:1 into the game and that made me fell really sick. I don't mean the yaw, but the sideways movement that inavetably we do a little bit.

I'll try F1 24 today, let's see how it goes.
 
I wonder how some of you guys can play F1 23 in VR. I remember that the lateral movement of my head was not translated 1:1 into the game and that made me fell really sick. I don't mean the yaw, but the sideways movement that inavetably we do a little bit.

I'll try F1 24 today, let's see how it goes.
Personally speaking, I don't do any significant lateral movement in F1 VR (that I'm aware of) and just rotate my head on Yaw axis, so I don't have any issues. The way I see it (literally and figuratively) is that real drivers can't move their body / torso in the cockpit at all so I keep still to mimic that and just rotate my bonce.

I've just done 5 laps around Singapore again but in VR this time, and the VR still isn't 1:1 (for me) - the movement in game seems to be fractionally less that I move in reality, which when sat in the garage does feel a tiny amount odd, but when out on track I don't notice it at all.

That quick race was so much fun again - the car felt so connected at all times, unlike in '23. I was playing it safe with throttle application coming out of slow corners, then starting increasing that application lap-by-lap and started getting tiny squirms, then bigger snaps. You can feel the rear tyres spinning up out of corners and playing around with rotation & just lighting up the rears was smile-inducing yet again.

Just bought it now, and can't wait for my Vegas sessions this weekend!

Hope you get along with it as well as I have.
 
Personally speaking, I don't do any significant lateral movement in F1 VR (that I'm aware of) and just rotate my head on Yaw axis, so I don't have any issues. The way I see it (literally and figuratively) is that real drivers can't move their body / torso in the cockpit at all so I keep still to mimic that and just rotate my bonce.

I've just done 5 laps around Singapore again but in VR this time, and the VR still isn't 1:1 (for me) - the movement in game seems to be fractionally less that I move in reality, which when sat in the garage does feel a tiny amount odd, but when out on track I don't notice it at all.

That quick race was so much fun again - the car felt so connected at all times, unlike in '23. I was playing it safe with throttle application coming out of slow corners, then starting increasing that application lap-by-lap and started getting tiny squirms, then bigger snaps. You can feel the rear tyres spinning up out of corners and playing around with rotation & just lighting up the rears was smile-inducing yet again.

Just bought it now, and can't wait for my Vegas sessions this weekend!

Hope you get along with it as well as I have.
Well, I tried, but the VR still looks weird to me. It's a shame really. I don't understand how a company this size can fail so miserably on something that is basic like 1:1 movement in VR.

I'm glad you enjoyed it, but unfortunatelly it's not for me.
 

Article information

Author
Yannik Haustein
Article read time
2 min read
Views
1,936
Comments
18
Last update

What are you planning to upgrade this Black friday?

  • PC

  • PC Hardware (ram, gpu etc)

  • More games (sims)

  • Wheel

  • Shifter

  • Brake pedals

  • Wheel, shifter and brake in bundle

  • Rig

  • Something else?


Results are only viewable after voting.
Back
Top