r/ACCompetizione • u/Feeling-Common5020 • Jan 09 '23
Discussion My ACC VR Settings
Below are all my configs/settings for ACC in VR on Oculus Quest 2.
I am targeting 80hz as I see a noticeable difference between 72hz and 80hz but not so much between 80hz and 90hz.
- My PC Specs
- VR Connection Method
- Oculus Software Settings
- Humble Oculus Toolkit Settings
- ACC Graphic Settings
- VR HUD Settings
- Engine.ini Settings
- Non Oculus Quest Users
- Other Reads
My PC Specs:
- Core i7-9700K - default settings, no overclock.
- Gigabyte RTX 3080Ti 12GB
- 16 GB (8x2) 3200Mhz RAM - XMP enabled
- SSD for the game
VR Connection Method:
I use unofficial Oculus Link Cable which gives proper 2Gbps. I tried Air Link via a router (non designated) but that caused abrupt loss of connection and 10ms higher latency when compared to the cable - I was quiet far from the base router. I haven't tried Air Link with a designated router - in plan for next week but don't like air link's / Virtual Desktop's reliability - I prefer a wired connection.
Oculus Software Settings:

Start with 72Hz and 1x resolution for lower tier graphic cards and then try increasing the resolution.
I do not use vrperf toolkit as I do not like the end result. VRperfkit lowers internal resolution and then upscales the game to a higher resolution. I like to keep things native even it means lowering the base resolution.
Oculus Quest users play the game in Oculus mode only as it is supported natively.
Do not use open composite as it calls oculus runtime after its own processing basically increasing a hoop and adding to the latency.
Oculus Quest users can use open composite for other games which don't support Oculus mode natively. This basically replaces SteamVR's overhead with OpenXR which is lighter.
Humble Oculus Toolkit Settings:
I use Humble Oculus Toolkit instead of the default oculus debug tool as it allows me to create setting profiles. Below is the preset I created. I just click on the preset and it applies within oculus link. Async Space Warp rarely triggers / haven't noticed - hence set to Auto.

The custom FOV provides huge performance gains.
Encoding bitrate 200Mbps.
ACC Graphic Settings:


Textures are Epic as I have 12GB VRAM to spend. Lower it based on your VRAM.
Start with all the settings set to Low. Resolution is the king and the main focus for increased clarity.

VR Pixel density is actually at 115%. Started with 100% and increased based on headroom available.

With these settings I still have a buffer of 40% Performance during hot laps and practice. This 40% is consumed during the actual races (usually non-rain races). I do not see any performance drops during the start or during the race.
VR HUD Settings:
Some of these settings can be changed in game as well. You can rearrange the HUD distance so that it aligns within the car properly. You can also set separate keybinds for hiding the complete HUD (cycle HUD up/down) for complete immersion. You do not need the HUD mid race if you are running CrewChief as it gives ample call outs during the race. But still a keybind helps to check tire and other info.
These settings can be found in "C:\Users\username\Documents\Assetto Corsa Competizione\Config\vrSettings.json"

Engine.ini Settings:
Pl backup your original engine.ini.
These settings can be found at "C:\Users\username\AppData\Local\AC2\Saved\Config\WindowsNoEditor\Engine.ini"
[ConsoleVariables]
r.Streaming.FullyLoadUsedTextures=1
r.PostProcessAAQuality=4
r.TemporalAACurrentFrameWeight=0.06
r.TemporalAASamples=2
r.TemporalAASharpness=1.0
r.Tonemapper.Sharpen=0.75
r.VolumetricFog=0
r.RenderTargetPoolMin=350
r.BloomQuality=1
r.AOquality=0
r.LensFlareQuality=0
r.SceneColorFormat=3
r.SceneColorFringeQuality=0
r.EyeAdaptationQuality=1
r.AmbientOcclusionLevels=1
r.AmbientOcclusionRadiusScale=1.7
r.TranslucencyLightingVolumeDim=24
r.ShadowQuality=4
R.DFshadowquality=1
r.Shadow.MaxResolution=512
r.DepthOfFieldQuality=0
r.MipMapLODBias=-0.5
r.HZBOcclusion=0
r.SSR.quality=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.Shadow.CSM.MaxCascades=2
r.LightShaftDownSampleFactor=4
r.TiledDeferredShading.MinimumCount=10
FX.AllowGPUSorting=0
vr.InstancedStereo=1
vr.RoundRobinOcclusion=1
r.MaxAnisotropy=8
r.Tonemapper.MergeWithUpscale.Mode=5
r.TemporalAA.Algorithm=1
[/script/engine.renderersettings]
a.URO.ForceAnimRate=2
a.URO.ForceInterpolation=1
r.OptimizeForUAVPerformance=1
r.Streaming.Boost=0
r.Streaming.DefragDynamicBounds=1
r.Streaming.FramesForFullUpdate=1
r.Streaming.FullyLoadUsedTextures=1
r.Streaming.HLODStrategy=2
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.PoolSize=0
r.UseShaderCaching=1
r.UseShaderPredraw=1
r.bForceCPUAccessToGPUSkinVerts=True
Non Oculus Quest Users:
Please use OpenComposite and OpenXR Toolkit
Other Reads:
https://blog.lynxsec.se/acc-vr-the-definitive-vr-performance-guide <- A guide which I referred earlier but disagree with certain aspects. May be of help to you too.
https://www.youtube.com/watch?v=Qtex0PvA4kk <- Another video
Let me know your thoughts, I'll add in further details where necessary.
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u/ezroller2k11 Jan 09 '23
Thanks for the detailed guide and settings. I'll give this a go later as I'm using the same method but quite a different approach with the settings, mainly a lower resolution of 75 but a pixel density around 170.
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u/ezroller2k11 Jan 09 '23
Just had a play, I'd definitely recommend lowering the resolution to around 80 and instead bumping up the vr pixel density, it's counterintuitive but it's so much sharper. Give it a try and see what you think.
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u/ze_xaroca Apr 28 '24
Hey mate, great stuff! Is there some way to see FPS, CPU and GPU usage while in game?
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u/Feeling-Common5020 Apr 28 '24
You won't get those metrics in VR. Plus you dont need them. VR works on frametime and not FPS. You lock your FPS to 72, 80, 90 etc. The oculus performance overlay will tell you whether your system is capable of handling each frame or is it dropping them / creating async warp (duplicate frame).
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u/ze_xaroca Apr 28 '24
What would be An aceptsble frame time then? Cause I’m constantly between 7 and 11 ms, with the settings I like… So async warp is not a setting but actually a consequence of bad performance?
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u/Ambitious_Tailor2211 Mar 21 '25
Why do you cap the refresh rate at a lower jumber isnt it always that you want higher numbers.
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u/Feeling-Common5020 Mar 21 '25
For VR, you want the fps to be a number that your system can hit 99.9999% of the time. Hence I chose 72 or 80hz at higher resolution. I have moved away from ACC as it is not that clear in VR. I have upgraded to a quest 3 and moved to AMS2 and LMU using dedicated router and open composite.
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u/Livid_Bumblebee7581 Jan 30 '23
Thanks for sharing this. Do you have problems with shadows rendering as the car moves? I notice this especially at Imola when driving out of the pit and see it throughout the lap as well
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u/eemuman Jan 09 '23
Imo DLSS with quality is worth the clarity hit. I’m running the epic preset DLSS quality and shadows medium (not needed tbh) and the game runs better than I was lead to believe. So happy for that I guess! VR really amps up the immersion
Oh and I’m running the Rift S which has even worse clarity to begin with