Assetto Corsa Rally VR — CheekyFoveatedDLSS + AFW fix + Fix for look around rendering bug - setup bundle (80–85 FPS 3K res on 5070)

I've been creating VR mods recently, you may have seen my posts in other VR subreddits for CheekyFoveatedDLSS.

I’ve put together a UEVR bundle for Assetto Corsa Rally that fixes the cockpit flickering and dashboard trailing I was getting with AFW. It includes the injector, profile and plugins, so you don’t need to collect everything separately.

Download here — choose ACR-AFW-v0.1.0.zip

What’s included?

  • Custom UEVR/AFW backend — required: Includes the cockpit flicker/trailing fixes and built-in ACR compatibility fix. No separate mono-fix plugin needed.
  • ACR profile — required for this setup: Includes the settings that made this work correctly, including the fix for cross-eyed rendering.
  • ACR Camera Bridge — recommended: Helps stop scenery/landscape disappearing when you turn your head by making the game’s visibility checks follow where you’re looking.
  • CheekyFoveatedDLSS v0.5.4 — optional, recommended for performance: Reduces rendering work toward the edges of your view. It can give around 10–30% extra FPS, depending on your GPU and DLSS settings. You don’t need it for the cockpit fix.
  • Cheeky OpenXR installer — required only if using Cheeky with OpenXR: Included in the download; but run it even if you don’t use eye tracking.

Quick setup

  1. Close the game and extract the ZIP into its own folder.
  2. Back up your existing %APPDATA%\UnrealVRMod\acr folder, then copy the included Profile\acr folder into %APPDATA%\UnrealVRMod\.
  3. If using Cheeky with OpenXR, run OpenXR\CheekyOpenXRSetup.exe.
  4. Use DX12 and enable DLSS in-game. Keep DLSS Frame Generation off.
  5. Launch Rally and inject using the UEVRInjector.exe from this download.

The supplied profile already enables the cockpit fixes. Use this package’s injector/backend to get them.

My settings and performance

I’m getting around 80–85 FPS, but I set my headset to 72 Hz for a steadier experience. These are my results, not a guaranteed frame rate on every PC.

  • Resolution: approximately 3000 × 2800 per eye.
  • Virtual Desktop desktop app: FOV tangents 85/75, render resolution 1.15×.
  • UEVR rendering mode: AFW.
  • UEVR resolution: 1.0 — lower this if you need more performance.
  • In-game DLSS: Balanced / 62% — try 50% if you need more performance, or 100% if you have headroom.
  • Cheeky DLSS model preset: M. Avoid K and Game Default for this setup; I’ve encountered a smearing bug with those.

The in-game DLSS quality setting and Cheeky’s M model preset are two separate settings.

Big thanks to praydog, and PureDark. This is built on their work, with the ACR fixes and setup bundled together.

If anyone has AC Evo I wonder if this will run that game at higher performance than the build in VR mode there because of AFW. I don't have the game to test this though.

u/1cheekykebt — 14 days ago
▲ 325 r/PCVR+3 crossposts

CheekyFoveatedDLSS - Foveated DLSS ReShade Add-on Open Source — 30%+ FPS gains by only upscaling the center of the screen (experimental DLSS 5 support too)

Screenshot shows Hogwarts Legacy boosted from 58->75 and Assetto Corsa Competizione 64->87. And then Hogwarts flat screen DLSS-NR.

GitHub Repo: CheekyFoveatedDLSS

While working on my FH6 VR mod and trying to squeeze as much performance as possible out of my 5070, I had an idea to only upscaled the part of the image you actually care about.

It worked so well in my mod that I made a ReShade add-on that does the same thing and can be added to more games.

It’s basically foveated rendering, but applied directly to DLSS/DLAA upscaling. Instead of running DLSS across the entire frame, it only upscales a configurable center region and leaves the outside at the game's lower render resolution.

The idea is similar to OpenXR FFR: spend GPU time where image quality actually matters.

For VR in particular, this works surprisingly well. Even if you’re sensitive to the extra shimmering outside the foveated area, a lot of the extreme edges of the rendered image are mostly there for head movement / reprojection anyway. So you can still shave off some GPU time without noticeably affecting the part of the image you're actually looking at.

My current setting is Width: 0.80 Height: 0.45

That means DLSS is only processing about 36% of the full frame.

With that size, I basically get full clarity during normal viewing. I only really notice the lower-resolution area if I tilt my head down and then look upward with my eyes.

Best setup I've found

For the biggest performance gain, use the game's DLSS Performance mode with a DLSS 4.5 Gen 2 model / Preset M. The gains are less noticeable with DLAA/Quality because they use Preset K, which is a lighter model.

Performance mode renders at roughly 50% linear resolution, so DLSS has a much lower-resolution input to reconstruct from.

Preset M is also heavier than the Gen 1 model used by DLAA / DLSS Quality with Preset K, but it does a very good job reconstructing detail from that lower-resolution input. 

Normally that extra reconstruction quality costs GPU time across the whole frame, with foveated DLSS, you're only paying that cost in the center.

Lower internal render resolution -> lower render time
Higher-quality DLSS reconstruction -> higher upscale time
Only upscale the area you actually care about -> Recover that higher upscale time

The extra performance can then be spent on a higher game resolution or higher VR resolution scale. If you 1.5x the resolution your internal resolution scales slower than your final resolution, so the penalty of going higher res is lower.

In practice, I've been able to get better perceived clarity than DLAA / DLSS Quality while still running at a higher frame rate. This is of course my subjective opinion.

Benchmarks

These are using equivalent settings with DLSS 4.5 Preset M / Performance mode and a fovea of 0.80 × 0.45 (36% of pixels of the original frame):

Assetto Corsa Competizione
64 FPS → 87 FPS
~36% increase

Hogwarts Legacy + UEVR
58 FPS → 75 FPS
~29% increase

Obviously the exact gain depends on the game, GPU, output resolution, DLSS version, and how large you make the foveated region. If I go crazy and do 0.2 for width and height I can get 70-80% more FPS.

The add-on also has a performance panel that measures the game's actual full-frame DLSS cost vs foveated DLSS cost, so you can see exactly how much GPU time you're saving instead of guessing.

It also has experimental foveated DLSS 5 support right now.

Still working on it, but the results so far have been way better than I expected. Only tested in like 3 games so far that I have that have DLSS support, and I've had to add more logic to support each type (DX11 + DX12), so the hooks may not work in all games, but hopefully community can help expand the list of supported games.

u/1cheekykebt — 1 month ago
▲ 28 r/PCVR

Foveated DLSS-SR for very high resolution displays

I am developing a Forza Horizon 6 mod and been optimizing for my 5070. I run it in mono but same idea applies to AFR stereo.

I was always under the impression that foveated rendering VR was not going to be mainstream for a long time, so the very high res displays are kinda of too early for the GPUs that we have.

I added an intercept to DLSS which only upscales the center region and does TAA on the periphery, this makes it work only on 27% of the pixels and reduced the SR time from like 2.7-3.5ms to 1ms. Which boosts my FPS 80->105. (Performance preset, 50% M-preset) and reduced vram by like 500-600mB. I render at 3326x3120.

If I had eye tracking it would effectively be 0 visual degradation, but I don’t so I do still see the edges on the VERY outside are blurry.

But my thought is that as long as a game supports DLSS, you can mod in eye tracked foveated upscaling, even if developer never added it. Which means that GPUs today can properly power these crazy 4000x4000 resolution displays by utilizing foveated upscaling. It’s kind of like foveated rendering but easier to add.

Thoughts?

reddit.com
u/1cheekykebt — 2 months ago

Weather Mods

Did any of the forzas have a way to mod weather?

Even the event lab doesn’t seem to really expose all of the settings that should be available.

Like in Freeroam you sometimes get this incredible light with warm sunlight hazy that you can’t get with the weather selectors. Even in photo mode it seems like selecting same weather sometimes gives incredible sky, vs other times just meh.

Wondering if there’s a way to do it like there is for Pure in assetto corsa to just be able to play around with all the weather settings.

Even if there was for older Forza I could try porting it to FH6.

reddit.com
u/1cheekykebt — 2 months ago