VR quality guide (+ Quest2 in depth settings)

VR quality guide (+ Quest2 in depth settings)

ACC Settings


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Since all HMD input pictures are warped, there is no way to render the image natively to the screen. Therefore it is best to do as much oversampling as your hardware can manage and utilize the UE temporal upsampling in order to reach good performance.

DLSS (i've tried most of the version via DLL injection) and FSR both are far behind in clarity compared to the UE gen5 TAA.

First, unless you maxed out VR pixel density, keep the resolution scale at 50%. This is very important since it affects the performance a lot, but increasing it instead of VR pixel density yields less quality increase.

UE gen5 TAA in EPIC mode. DLSS and FSR is off.

If you are struggling to keep the desired FPS with 50% render and 150% VR pixel, you can turn off Gen5. It is a bit faster, but less stable temporaly and bit more blurry. Over 150% VR pixel, the gen5 yields better image upgrade than a bit higher oversampling.

VR Pixel density controls the oversampling, optimally it should be 200% but above 150% it really starts to clarify the image on my HMD.

And finally sharpening, basicly this is where the UE upsampling beats the DLSS. It is a personal preference, but i would suggest over 150% dependant of how much temporal flickering you can handle.

You should also set the monitor output to either 3 (mirror of HMD output) or 0 (disable).

It can be found at the bottom of "c:\Users\*****\Documents\Assetto Corsa Competizione\Config\vrSettings.json as "spectatorScreenMode" line.

My actual optimized ingame settings are (RTX 3080 + Oculus Quest2):

Resolution scale: 50%

View distance: HIGH

Shadows: HIGH

Shadows distance: HIGH

Contact shadows: ENABLED

Antialiasing: EPIC

Antialiasing type: TEMPRAL

TAA GEN5: ENABLED

DLSS: DISABLED

FSR: DISABLED

Effects: MID

Post-processing: MID

Foliage: LOW

Texture: HIGH

Mirror quality: MID

Mirror view distance: 150m

Mirror framerate limit: Auto

Mirror resoluion: HIGH

Opponents visibility: 11

VR pixel density: 175%

Materials quality: HIGH

Temporal upsampling: ENABLED

Bloom quality: LOW

Volumetric fog: MID

Foliage lod quality: VERY LOW

Car lod quality: 100%

HLOD: ENABLED

Advanced sharpen filter: DISABLED

Motion blur: DISABLED

Sharpness: 242%

Quest 2 Tweaks


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There are a lot of hidden settings and even the stock one lacks proper description, so here are the Quest 2 settings you should aim for.

In the oculus app, under devices/graphics preferences, you should set the maximum resolution, and the refresh rate your hardware and brain can handle.

Note: According to oculus dev info, if everything else is unchanged 5408*2736 should lead to closest to 1:1 rendering resolution of the panel after distortion. The 1.5x or any other number is meaningless, it is NOT oversampling (hence it changes with refresh rate too).

Most advanced settings will be set via OTT, but you should disable Mobile ASW in

"c:\Program Files\Oculus\Support\oculus-diagnostics\OculusDebugTool.exe" app. The headsets ASW cannot handle the image we'll throw at it and will glitch out now and then with occasional frameskip.

Further settings will be set via OTT, which can be downloaded from:

https://www.apollyonvr.com/oculus-tray-tool

Under the Quest Link tab, you'll find the following settings.

Distortion Curvature: LOW

This is actually result almost the same effect as fixed foveated rendering. Increases the quality of the middle with sacrificing corner resolution. Default/high is the same, low is the one we need, it yields around 25% resolution increase in the middle for the same performance.

Default/High:

Low:

Encode resolution: 3664

Any meaningful VGA should handle this, it is set to match the resolution of the Quest 2s 3664*1920 panel.

Encode bitrate: 500-960

Dependant of the quality and length of your USB cable.

Sharpening: Enabled

OTT game settings:

FoV Multiplier:

This is by far the biggest tweak you can get. Even with cut to flat foaming, most people can't see the whole screen of the Quest 2. Currently if I set it to 0.74 and 0.72 i cannot see any difference to 1.00/1.00. But the rendered pixels are 72% of the original with high distortion, and somewhere 78% during low distortion.

Your mileage may vary, if it doesn't bother you, cut some of the visible bottom&top for further performance gain. (I ended up with 0.74/0.68)

1.00/1.00

0.74/0.68

Optional:

Profiles:

Sometimes the settings doesn't load, so it is preferable to set up a profile which load the same settings when you start ACC. You'll hear a "game launch detected" after a few seconds, if you tick the "Audio confirmation..." box.

Default ASW Mode: OFF

Since we don't move our head that much in ACC and ASW doesn't have motion vectors, i find it very annoying when it kicks in for a frame or two. So I ratcher choose to drop those frames, it is noticybly better if you have a framedrop on a bump.

Results (before-after Comparison)


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Without any ingame texture/shadow/effect...etc settings changed. All settings were aiming for 90fps and 10% headroom.

"Default" settings - 120% render, 100% VR pixel density

DLSS Quality - 140% VR pixel density

Custom - 50% render, 175% VR pixel density

"Default":

"Custom":

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2932276145					

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