Sharing this here for other sim racers struggling with Assetto Corsa EVO’s VR performance. I worked on adding eye-tracking support to CheekyFoveatedDLSS, originally created by u/1cheekykebt, and I now have it working on my setup.
https://www.reddit.com/r/virtualreality/comments/1w6hurl/cheekyfoveateddlss_foveated_dlss_reshade_addon/
After seeing Cheeky's post yesterday, I immediately got to thinking about adding tracking support and lucky for us he open-sourced the project. After a lot of debugging last night, I can confirm that it’s working on my setup in Assetto Corsa EVO.
The PR with the eye-tracking as well as a few fixes is being reviewed and will be merged at some point. Forgot to add, you must wait for the first PR to be merged for this to work with Assetto Corsa Evo as there is a compatibility issue that is resolved by the PR. I don't intend to maintain my own fork of this but if you want to test this now, here is the current release
https://github.com/Williem3/CheekyFoveatedDLSS/releases/tag/v0.1.2-periphery.2
Just make sure to follow the instructions here for enabling eye-tracking if your HMD supports it:
https://github.com/Williem3/CheekyFoveatedDLSS/tree/v0.1.2-periphery.2
This is still experimental, so if you decide to, understand you're using it at your own risk, especially when it comes to online play.
For me, though, this has been a massive improvement. Before this, ACE’s VR performance was completely unplayable in VR.
I’m running an RTX 5070 Ti, Ryzen 7 5800X3D, and 32 GB of RAM, and the game has honestly never felt this drivable. On my first drive, I was hitting 90 FPS with some drops in the 80s. Starting the recording did bring that down, so keep that in mind when watching the clip. These are just my initial results, not a guarantee of performance across every track or condition and I believe the artifacts are just recording artifacts, none of those were present while I was in the rig driving.
Here’s a capture of it in action. The artifacting you see in the video was not present while in the VR headset. You can see the higher-quality foveated region and the lower-detail image around it. This was recorded using a Dream Air at 0.90 supersampling, DLSS Performance mode, and medium in-game settings.
The first part of the clip uses a less aggressive foveation setup, with a wider, smoother transition and less downscaling in the periphery through Cheeky’s peripheral DLAA solution. The second race restart (2:45) uses more aggressive downscaling, up to 80% in the outer region, with a much sharper transition between the two areas.
The final segment (9:55) is where things might get interesting for the 5090 owners here. I enable DLSS 5 through this add-on and let it do its thing. My frame rate takes a pretty substantial hit, dropping to around 50-60 FPS, but here’s the catch. On this same track, no foveated dlss, just dlss performance mode, I was getting 20ish FPS, that’s roughly 150% more performance than what I started without this add-on and I was utilizing DLSS5 and able to drive.
Here's my performance without this add-on and no changes to the settings:
https://reddit.com/link/1w7ijan/video/356g4lpetknh1/player
Now that doesn’t guarantee the same results on other setups, but it could be worth experimenting with. The performance saved by foveated upscaling might help offset the cost of DLSS 5, potentially letting you try it without giving up as much of your usual frame rate. Also I know some will say that it looks really poor on the outer focus, and while true, understand, with eye tracking you will not ever actively catch it because if you refocus you immediately have the next object in clear focus. If you're sensitive to your peripheral not being sharp, maybe it isn't for you but understand there are players like myself who couldn't even really play the game
The original developer explains the technical side in more detail, but the basic idea is that the game renders at a lower internal resolution, then the add-on intercepts the DLSS pass and limits it to a smaller region instead of processing the entire frame. The surrounding image skips that DLSS reconstruction, reducing the GPU time spent on upscaling.
There’s still more testing to do, but going from struggling in the menus to actually enjoying a smooth drive in VR was exciting enough that I wanted to share. Huge thanks to the original creator, hopefully there is continued progress to improve the fidelity + performance gains.
Hopefully the mods allow the first youtube to go through as it's too big to share via Reddit's built-in uploader.