Assetto Corsa in VRPC 

  • Thread starter Thread starter r3b3ld3
  • 718 comments
  • 194,183 views
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)
 
Last edited:
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
 
Last edited:

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
 
Last edited:
If I can get the XR Toolkit menu to appear in Oasis I guess the quickest way to see if it works would be to reduce foveated resolution to something ridiculously small so it's blatantly obvious if it's active.
Might have a go at this later.
I hate the ambiguity around the subject though. My conclusion is that the dev is saying it WILL work, but 'no official support' means he's trying to discourage people from using it because he doesn't want to be bombarded with troubleshooting queries.

Video might be of use:


I seem to remember changing the default key binding to make the overlay appear (because the default was silly or something, like using the F-keys for up/down/left/right etc) but cannot for the life of me remember what it was, nor can trial-and-error seem to replicate it.
I remember what an absolute flustercluck the menus were to navigate though, it's almost like they were deliberately obtuse and counterintuitive.
 
Last edited:
CRTL arrow down.

He also says: "You can still use Open Composite to enable 3rd party OpenXR add-ons"
So maybe the way to make it work is to use Open composite instead of Steam VR in Open Composite config.
 
Last edited:
He also says: "You can still use Open Composite to enable 3rd party OpenXR add-ons"
So maybe the way to make it work is to use Open composite instead of Steam VR in Open Composite config.

Switching runtime to Open Composite stops VR initialising for me.

OK, been experimenting. OpenXR Toolkit is definitely working (with SteamVR runtime).
To confirm it yourself, drop the resolution per eye to the minimum in SteamVR settings.
It makes NO change to the resolution you see until you click 'disable OpenXR Toolkit', whereupon it turns to Minecraft.
So, SteamVR settings are being overridden by the toolkit.
But I'm not convinced at all that foveated rendering is working because I cannot see the rings at all when switching to an elevated chase cam, which used to be when I could obviously see them.
This alone might be why performance is down compared to using WMR.
 
Last edited:
Switching runtime to Open Composite stops VR initialising for me.

OK, been experimenting. OpenXR Toolkit is definitely working (with SteamVR runtime).
To confirm it yourself, drop the resolution per eye to the minimum in SteamVR settings.
It makes NO change to the resolution you see until you click 'disable OpenXR Toolkit', whereupon it turns to Minecraft.
So, SteamVR settings are being overridden by the toolkit.
But I'm not convinced at all that foveated rendering is working because I cannot see the rings at all when switching to an elevated chase cam, which used to be when I could obviously see them.
This alone might be why performance is down compared to using WMR.
I wish I was at home and could try it.
Made me laugh that you can't get into toolkit app, welcome to my world as for the life of me i also can't remember what I set up to get in easily.
I believe you are half right about it working, i agree it is working of a sort but disagree with the steam setting per eye. I definitely see a difference in quality and fps rate if I lower the slider in Steam. I 'think' i can see the rings in my display unless it is that damn sweetspot which I tried to aim for when I set it up. I was scared of switching the toolkit off in case I couldn't get it to work again. I'm away for a few days and cannot confirm your findings but I think you are going in the right direction with it.
When we find a way to get into the app settings we should get all the answers.
 
I wish I was at home and could try it.
Made me laugh that you can't get into toolkit app, welcome to my world as for the life of me i also can't remember what I set up to get in easily.
I believe you are half right about it working, i agree it is working of a sort but disagree with the steam setting per eye. I definitely see a difference in quality and fps rate if I lower the slider in Steam. I 'think' i can see the rings in my display unless it is that damn sweetspot which I tried to aim for when I set it up. I was scared of switching the toolkit off in case I couldn't get it to work again. I'm away for a few days and cannot confirm your findings but I think you are going in the right direction with it.
When we find a way to get into the app settings we should get all the answers.
Weird, the Steam slider definitely did nothing for me even after a restart, so maybe my Toolkit settings are overriding it. And maybe some toolkit options work but others (eg foveation) aren't supported any more.
Regarding my performance loss, I think that might be a CSP issue, not to do with Oasis.
Be good to get all of these unknowns resolved.
Anyone else bought a spare G2 yet? Don't wait too long, word will spread and prices might rise.
 
You can see and edit OpenXR Toolkit values in windows registry. Got to Computer\HKEY_CURRENT_USER\Software\OpenXR_Toolkit\OpenComposite_acs
Thanks. Any idea how one might revert the overlay activation to the default ctrl-down here?

1757242742089.webp
 
Last edited:
Neither can I with Oasis, my keys with WMR was CTRL + arrow down.
Are you using Oasis? Can you make the toolkit ingame menu appear?
Coincidentally I found this old post of mine...
...which mentions that I changed menu overlay to the down arrow.
But that didn't work, probably because it activates the hazard lights on the car, so I probbaly changed it again.
Tried ctrl-down. Nope.
Tried alt-down. Nope.
Tried ctrl-alt-down and SUCCESS!
I'm in!

Edit: @Steve Hayward I have 'override resolution' set to 'yes' in XRtoolkit, that's why Steam resolution settings were doing nothing (for me) the other day.

Weirdly, I now also seem able to use fullscreen in VR without framerate in VR getting capped at 60fps.
I still can't take screenshots and have any overlays show up in them though. This always used to work.
 
Last edited:
@Cote Dazur @Steve Hayward
Seems obvious to me now but take a look at your modifiers here:

1757258710031.webp

Mine had Ctrl and Alt both ticked, and that's why ctrl+alt+[arrow down] opened the menu overlay for me.
I've now changed it to only Ctrl being ticked, and so ctrl+[arrow down] now opens the overlay (it's a handy one-handed operation using the ctrl key next to the arrow keys).
I'm sure I originally had it set like this but might have added Alt as an additional modifier by mistake at some point.
Anyway, hope that helps.

While I'm here, anyone getting barely-perceptible micro stutters on tracks with animated wind turbines, eg Shi's Boromo Superveloz?
Don't get the micro-stutters on his GP-200 International track, which doesn't have wind turbines.
Never used to be an issue.
Might be new CSP borkage, or Oasis shenanigans.
If you have time, please test and report.
 
Screenshot 2025-09-07 120314.webp

This is what mine looks like.
In AC Evo, the toolkit app appears and works as it used to in WMR
But it does not appear in AC.
The obvious difference I see is that acs (acs.exe) is preceded by OpenComposite_.
I have not find a way to get rid of OpenComposite_
@Masscot does yours work with OpenComposite_acs (acs.exe)?
 
Last edited:
Back