Assetto Corsa in VRPC 

  • Thread starter Thread starter r3b3ld3
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I think he means the windows toolkit.
His own toolkit software is supposed to work i think.
Are your toolkit settings still active?
I'm not sure - how do you tell?
As things currently stand I'm pretty sure - without actually benchmarking - that I'm getting lower performance than with OpenXR and the toolkit settings, because a touring cars race preset I use would have been a locked 90fps before (I wouldn't have saved it otherwise), and now struggles to hit 90fps.

You also said: "That's normal, i found that out the hard way. Couldn't understand why my fps was halved until I changed that setting after days of wasted time. That was on WMR so nothing changed there."

Can you elaborate? What's normal? Having to untick fullscreen? Because @Cote Dazur is using fullscreen and hitting 90fps.

(I'l never understand how multi-quotes work on this board, they're bloody useless)
 
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I stand corrected, I must have full screen ticked. Have not tried since Oasis though.
I can tell because I lowered my vertical FOV using toolkit, still the same after Oasis
How can you tell its lower performance? You no longer have a benchmark. I.e. what % have you set image in steam..
Even if it's set at 100% we have no way of knowing how that relates to WMR as it is not the same scale as I said in early post.
Unfortunately, its back to tweaking the thing until your happy.
I use a RTX3080 so not as strong as yours but still looking good on my own and not bad when I lower the res. to race.
 
I stand corrected, I must have full screen ticked. Have not tried since Oasis though.
I can tell because I lowered my vertical FOV using toolkit, still the same after Oasis
How can you tell its lower performance? You no longer have a benchmark. I.e. what % have you set image in steam..
Even if it's set at 100% we have no way of knowing how that relates to WMR as it is not the same scale as I said in early post.
Unfortunately, its back to tweaking the thing until your happy.
I use a RTX3080 so not as strong as yours but still looking good on my own and not bad when I lower the res. to race.
I'm still fiddling with Steam settings. Where is the image size setting you mention? I might be rendering much more than I can see.
Re the performance drop, a race I previously got a locked 90fps in now gets about 85fps average with exactly the same variables.
 
Where is the image size setting you mention?
This?
Screenshot 2025-09-04 151050.webp
 
Yes, and I am not saying it is what Steve is referring to, but it is the only setting of that nature I can think of in Steam VR.
Hopefully, we will know more as time and experience progress.
For now, I am happy it works and is here to stay.
 
I'm still fiddling with Steam settings. Where is the image size setting you mention? I might be rendering much more than I can see.
Re the performance drop, a race I previously got a locked 90fps in now gets about 85fps average with exactly the same variables.
No, I'm not being clear.
By rendered size I mean pixels per eye on the slider scale.
If higher than before then it will have lower performance.
My point is, we have no measure to compare Steam numbers with WMR.
Something to do with lens curve makes Steam calculate difference between pixel count i believe.
 
No, I'm not being clear.
By rendered size I mean pixels per eye on the slider scale.
If higher than before then it will have lower performance.
My point is, we have no measure to compare Steam numbers with WMR.
Something to do with lens curve makes Steam calculate difference between pixel count i believe.
Ah, gotcha. Maybe pixel count can be reduced even further than 1:1 in that case, without losing clarity.
I wonder if the Oasis dev can adapt his runtime to work with OpenXR, which after all was designed to bypass SteamVR bloat and be more streamlined, and then hopefully use the XR Toolkit efficiencies. There muse be a reason why he had to use SteamVR as the base for Oasis in the first place I guess.
 
Ah, gotcha. Maybe pixel count can be reduced even further than 1:1 in that case, without losing clarity.
I wonder if the Oasis dev can adapt his runtime to work with OpenXR, which after all was designed to bypass SteamVR bloat and be more streamlined, and then hopefully use the XR Toolkit efficiencies. There muse be a reason why he had to use SteamVR as the base for Oasis in the first place I guess.
Maybe the toolkit won't open because I'm not on 2H24. Have you tried to get it working?
 

Might be a useful source of info for Oasis tweaks and tips etc.

Mmmm.... the developer reckons OpenXR toolkit shold be working just fine with Oasis.
I'm confused!

1757076344110.webp
 
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Might be a useful source of info for Oasis tweaks and tips etc.

Mmmm.... the developer reckons OpenXR toolkit shold be working just fine with Oasis.
I'm confused!

View attachment 1477172
Confusing for me too
Away from the pc for a few days. I'm sure it's working. Fairly sure I can see the forveated rings plus vertical FOV is definitely working.
I can't bring up the app display in game.
Can you see it your end?
 
From Oasis Dev.

Can I use openComposite" with it?

Yes and No.

You can use OpenComposite, however the main selling point of it is to bypass SteamVR. Since Oasis is a SteamVR native driver, you will not be able to do that. SteamVR has to run. You can still use OpenComposite to enable 3rd party OpenXR add-ons, but it is HIGHLY NOT RECOMMENDED and you will not receive technical support in that configuration.

Can I use "OpenXR Toolkit" with it?

Yes and No.

OpenXR Toolkit is no longer officially in development, and it is HIGHLY NOT RECOMMENDED to use it. You will not receive technical support in that configuration

Horizontal & Vertical FOV Tangents​

This option can be used to reduce FOV (and therefore rendering resolution). It will result in immersion being diminished due to the narrower FOV, with potential improvements in performance. This option requires restarting SteamVR
 
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