Assetto Corsa EVO VR: Working For Some, Messy For Others

Assetto Corsa EVO VR.jpg
Images: Kunos Simulazioni
Following the announcement of triple screen and VR support, many sim racers were even more excited for Assetto Corsa EVO. However, while VR is indeed on board as of the first Early Access release, it leaves a lot to be desired.

We've been over this countless times: There is no better immersion for sim racing than VR, as most sim racers will agree to. As a result, Kunos Simulazioni's announcement that Assetto Corsa EVO will support Virtual Reality on its first Early Access launch already saw many in the community very happy - VR was one of the main reasons why the Italian studio decided to ditch Unreal Engine and create its own one instead again.

As someone who has very much fallen in love with sim racing in VR over the last year or so, I had to check out AC EVO in this mode, of course. How does it perform, how easy is to get into, and most importantly, can I recommend VR already? Here's what I found.

Assetto Corsa EVO VR Detailed Cockpits.jpg

Cockpits in AC EVO are recreated in a lot of nice detail.

AC EVO In VR: Easy Setup​

Right out of the box, Assetto Corsa EVO is compatible with Oculus VR and OpenXR. The latter was good news to me, as my trusty Pico Neo 3 Link benefits from this massively in combination with OpenXR Toolkit and its capabilities for tickling out more performance. Where I had other sims not pick up the Toolkit immediately in the past, for AC EVO, it was as simple as dropping the two .ini files for OpenComposite and the OpenXR Toolkit API in the game's root folder (which, as it turns out, would not even have been necessary, as pointed out by @pcraenme and @dryheat94 - thank you for that!) and firing it up. OpenXR Toolkit worked on the first try - a nice and easy setup.

This allowed me to set up image scaling and Foveated Rendering options without problems. Expecting that I would have to make more visual compromises than in other titles, I tried my best to find something usable. What was nice to see is that you can move the HUD closer or further away by simply pressing the up and down arrow keys, so you will easily find the right distance after booting up the game.

Assetto Corsa EVO VR Performance.jpg

Details like the raindrops on this Ferrari 296 GTB are taxing on monitors already.

Assetto Corsa EVO VR Performance​

Unfortunately, this is where the positives ended for me - and that is okay, as a 'Stage 2' VR implementation is already on the roadmap Kunos revealed after the launch of AC EVO. It was always clear that VR in this Early Access release would be experimental, although most had probably hoped that it would be easier to run already.

While some users have reported that they managed to extract an enjoyable experience out of their setups, I could not do the same even though my PC should be more than capable of doing so. For reference, and as in my first impressions article, here are my hardware specs:

  • Intel Core i7 13700K
  • MSI GeForce RTX 4080 16GB
  • ASUS Prime Z790-P
  • RAM: 64GB Corsair Vengeance DDR-5 5200
  • Seasonic FOCUS GX-1000
  • Dell S3422DWG 34" 144 Hz Curved Ultrawide Monitor
  • Pico Neo 3 Link VR Headset

Unfortunately, even with low graphics settings in the game and a lot of upscaling set in OpenXR Toolkit (which usually leads to an image with a lot of shimmering edges the smaller you make the image render originally), I could hardly manage to get more than 80 fps. The problem was that even that was far from stable, and in a single-car session at noon, too.

As a result, the whole experience felt not very fluid, and even though I do not have any problems with motion sickness, I felt like that might change if I carried on for longer. The other issue was the graphics themselves.

Assetto Corsa EVO DLSS Mazda MX5 Cup.jpg


Experiences May Vary​

I know amazing visuals are nice, but not the most important element of a racing simulation. But the way Assetto Corsa EVO looked even with my time spent tinkering was seriously taking away from the experience - it was not pretty, to say the least. Our Community Manager @Christopher E encountered similar problems, too, reporting significantly higher numbers of dropped frames than in other sims.

Of course, this is only two experiences of many. As mentioned earlier, others have reported that they have an enjoyable time in Assetto Corsa EVO in VR. And considering the discrepancy in performance on screens the community reports, I would not say it is impossible. Some have a hard time getting AC EVO to run decently on a monitor, others have zero problems at all - again, it seems very dependent on the setup the game runs on.

Assetto Corsa EVO VR FPS Improvement Suggestion​

This extends to a suggested solution that also came up on the official AC EVO Discord server, and it seemed to help some sim racers.

To improve VR performance, Kunos suggests launching the game, setting graphics to 'low' and then reboot. Then, you can dial up the graphics again - as stated, this solved the VR performance issues for some. Unfortunately, it did not work on my end.


AC EVO VR: Recommended or Not?​

That leaves the question: Would I recommend Assetto Corsa EVO in VR? It depends - but overall, not really.

If you are interested in the game in general and would also be fine with running it on a monitor, I do recommend giving it a go in VR - you might be among those who can get good performance out of it without problems.

However, if you have long bid farewell to screen-based sim racing and are firmly in the VR-only camp, then my advice is to not jump on the AC EVO train just yet. Of course, you could also use the refund option on Steam to try and see if you can get it to work. Otherwise, checking back when 'Stage 2' of the game's VR implementation is here might be the better option.

Once AC EVO is better optimized, though, I can see it become excellent in VR. There is no doubt that the interiors of the cars are very well recreated down to the smallest details. So much so that I did enjoy looking around the Ferrari 296 GTB's cockpit for a few minutes despite the graphics being not exactly tolerable - you could tell that there was something very nice hiding behind a rather pixelated and aliased curtain.

And once that curtain is lifted, Assetto Corsa EVO in VR might well take off big time.

What have your experiences in Assetto Corsa EVO in VR been like? Let us know in the comments below, and feel free to share your settings as well!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

For me at least it comes down to: do I have faith in Kunos?
AC was ugly on EA, ACC was ugly on release. Both sucked less as time went by and now, both are in my 'regular rotation (with GTR2 / AMS / RRRE). Do I think ACE is proper right now? No. Is ACE a tech demo right now? Pretty much TBH. BUT, it's a year out from wide release and I can and will do what I can to support Kunos to bring ACE forward. Have faith (and other games), it will get better.
 
Where I had other sims not pick up the Toolkit immediately in the past, for AC EVO, it was as simple as dropping the two necessary .dll files in the game's root folder and firing it up. OpenXR Toolkit worked on the first try - a nice and easy setup.
What 2 DLL files? I did not copy any dll files in the game’s root folder and OpenXR toolkit just worked. I am using a Quest 3 with Virtual Desktop by the way.
 
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Dear simmers,

Although AC Evo is still in early access and has just been released, I'm really enjoying the tire and suspension physics. It's fantastic. There are a lot of issues with fps drops, but I know that Kunos will soon fix this problem. My graphics settings are all on ultra and using DLSS, and racing with 22 cars, I can get an average of 65 to 90 fps (locked at 90).
The graphics are amazing, the texture quality, etc. I can only imagine what it will be like in a few months, with most of the fixes applied, not to mention the new features that will be added.
The basis of AC Evo is very good and for me it will become a reference for racing simulators (taking into account what we already have in its current state and with the Kunos name behind the scenes).

My main specs:
Intel Core i7 13700K
Zotac GeForce RTX 4080 16GB
ASUS Strix Z690-e
RAM: 64GB XPG DDR-5 6000
Samsung Pro M2.2, 2Tb (for OS and etc)
Samsung Pro M2.2, 1Tb (for all racing simulators)
LG 34" 165 Hz Curved Ultrawide Monitor
 
Premium
For me at least it comes down to: do I have faith in Kunos?
AC was ugly on EA, ACC was ugly on release. Both sucked less as time went by and now, both are in my 'regular rotation (with GTR2 / AMS / RRRE). Do I think ACE is proper right now? No. Is ACE a tech demo right now? Pretty much TBH. BUT, it's a year out from wide release and I can and will do what I can to support Kunos to bring ACE forward. Have faith (and other games), it will get better.
Yeaup.

For a pre-alpha "Early Access" it's state is not out of the ordinary.

The one egregious unforgiveable is the locking of offline game play functionality behind online server requirements.

Everything else is to be expected and subjective personal preferences that will meander through is it enough to meet needs or to decide to swap to one of the many dozen other sim options available.

But that design decision to lock what appears nearly all offline game play behind online server requirement is not acceptable. It is not acceptable anywhere.

I know you can't help those who gleefully throw away their future for lack of understanding, but those with knowledge of where this leads, know how much this is the biggest most dangerous mix of red flag, meatball flag and black flag.
 
I certainly have a lot more faith in Kunos improving VR Performance than I have of Asobo fixing simple mouse issues in MSFS, difference here is this is clearly stated an Early Access whilst MSFS24 is not. So with that respect I will give Kunos all the time they need during this EA to get it right, with the next Step 2 hopefully being the kickstart it needs.

There's no rush and whilst a Fall Release for v1.0 is on paper I think they may be a little optimistic over that, take your time, don't rush things.
 
Very fair view of the state of the ACE VR union.
I am one of those having a good time in VR in ACE at this point. Would I recommend ACE for its VR? No. When compared to what VR we get in AC, AMS2 OR LMU, it is not that good. But, yes there is a but, as it’s own experience, the VR I am getting is enough, until Kunos makes it better.
I was in love with VR since DK2 and what I have today in ACE is a Zillion time better. As with much everything, we should manage our expectations.
@Yannik Haustein I would recommend lowering the resolution in System nstead of using the FSR option, works much better for me. At the same time I have much more resolution to spare in my G2 than you have in the pico, so it might not work for you.
In conclusion, by 2025 standards, with heavy GPU machinery that we have, it should and will be better. But as it stands, the only way to know how good VR is for you, is to try it and tweak it.
Who knows in what camp you will end up at the end of the day.
Some video on YouTube showing ACE VR on Pimax, no less, are damned impressive. Other, not so much.
 
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What 2 DLL files? I did not copy any dll files in the game’s root folder and OpenXR toolkit just worked. I am using a Quest 3 with Virtual Desktop by the way.
This is what I'm wondering too.

On another note, I get a LOT of screen tearing in VR even with all settings at the absolute minimum possible.

I can see a lot of potential, which is about all you can expect from EA, so no complaints really.
 
Yesterday I was getting constant freezes in VR. Today I didn't and just ran it in low in practice mode. It was doing ok until I wanted to try the BMW M2 at Bathurst and it kept crashing, then decided it was going to crash every time it got to the logo screen. I went and played DR2.0 for a bit and it was fine and then tried ACE again more crashes at the logo screen. I'm done for the day but I'll maybe leave it until an update.
 
OverTake
Premium
What 2 DLL files? I did not copy any dll files in the game’s root folder and OpenXR toolkit just worked. I am using a Quest 3 with Virtual Desktop by the way.
The usual opencomposite and openxr_api ones, though they might be .ini files actually now that I think about it.

For me, I always have to add those to a sim's folder, otherwise the Toolkit won't work. Might be different on your end, which would be even better 🙂 I didn't try to start it without doing that, as it's just a normal process for me now, I guess 😄
 
The usual opencomposite and openxr_api ones, though they might be .ini files actually now that I think about it.

For me, I always have to add those to a sim's folder, otherwise the Toolkit won't work. Might be different on your end, which would be even better 🙂 I didn't try to start it without doing that, as it's just a normal process for me now, I guess 😄

You don't use those when the game supports OpenXR natively.
 
It is sad having to refund a game because of super simple issue that I could fix in 5 seconds only if the controller files were not encrypted. Now I'd need to wait months IF the devs are going to add that as a feature to the game.

For example the parameters in ac ini files look like this:
[THROTTLE]
JOY=1
AXLE=5
MIN=0.96
MAX=-0.82
GAMMA=1
All I need is that MAX value added to the user interface so I can change their -1.0 to -0.82.

I can understand pretty much everything else being locked away ... and I very much disliked rf2 menus but at least you had the option to go into the ini files to fix stuff like turn hand animations off, change look/left right amounts, adjust some deeper settings for view, setup controllers , the hidden ffb parameters, custom fps limits... Which also means a lot of those parameters are going to stay hidden. No lut files for adjusting ffb linearity for example.

Also Im sure there are thousands of players who have this same issue. They just haven't noticed they are missing 5 or 10% of their throttle or brake. I only noticed it because I knew to look for it.
 
The usual opencomposite and openxr_api ones, though they might be .ini files actually now that I think about it.

For me, I always have to add those to a sim's folder, otherwise the Toolkit won't work. Might be different on your end, which would be even better 🙂 I didn't try to start it without doing that, as it's just a normal process for me now, I guess 😄
I use the same setup with a per game OpenComposite installation (e.g. on rF2, AMS2, AC and ACC replacing the dll’s standard provided with the game). But these dll’s were not in the AC EVO install directory and the game supports OpenXR natively, like LMU does since it supports VR. Have not tried to use OpenComposite on AC EVO. Is that even possible?
 
Premium
From my limited play time, I'm hoping for the shadow crawl and un-clean look of its rendering to be massively improved. In its current state it seems to have all the bad points of a UE title (including how heavy it is to run), which is odd, considering this is the reason for Kunos using a "custom engine" to mitigate the obvious set backs of using Unreal.

A lean, light, clear and crisp image is what's perfect for VR, not one that needs to be upscaled & have other frame enhancement techniques implemented.

I'm guessing with a 50 series GPU and above its going to be fine, but strange it looks and runs so much worse than AC1.

I have full faith in Kunos (as i do with Reiza) that they are fantastic developers and will get their title into a fantastic state.

I'm not going to be using EVO for the foreseeable as I am very happy with my other sims, but will be back in a few months time once some progress has been made.
 
It is sad having to refund a game because of super simple issue that I could fix in 5 seconds only if the controller files were not encrypted. Now I'd need to wait months IF the devs are going to add that as a feature to the game.

For example the parameters in ac ini files look like this:
[THROTTLE]
JOY=1
AXLE=5
MIN=0.96
MAX=-0.82
GAMMA=1
All I need is that MAX value added to the user interface so I can change their -1.0 to -0.82.

I can understand pretty much everything else being locked away ... and I very much disliked rf2 menus but at least you had the option to go into the ini files to fix stuff like turn hand animations off, change look/left right amounts, adjust some deeper settings for view, setup controllers , the hidden ffb parameters, custom fps limits... Which also means a lot of those parameters are going to stay hidden. No lut files for adjusting ffb linearity for example.

Also Im sure there are thousands of players who have this same issue. They just haven't noticed they are missing 5 or 10% of their throttle or brake. I only noticed it because I knew to look for it.
hand animations off is ingame at least, among many other things, get into a car, press ESC -> view settings and navigate through the different options
 
If you are just doing single car hotlapping (and why would anyone race the pathetic AI at this point), turn mirrors setting to OFF. That gives you quite a frame rate boost in VR. It doesnt turn them off completely which is odd, but it does seriously increase frame rate (just like all mirrors in all sims, they are frame rate killers).
 
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Yeaup.

For a pre-alpha "Early Access" it's state is not out of the ordinary.

The one egregious unforgiveable is the locking of offline game play functionality behind online server requirements.

Everything else is to be expected and subjective personal preferences that will meander through is it enough to meet needs or to decide to swap to one of the many dozen other sim options available.

But that design decision to lock what appears nearly all offline game play behind online server requirement is not acceptable. It is not acceptable anywhere.

I know you can't help those who gleefully throw away their future for lack of understanding, but those with knowledge of where this leads, know how much this is the biggest most dangerous mix of red flag, meatball flag and black flag.
As a former developer (not in the games industry), I am absolutely in line with you on that front. There is no need for putting an online always requirement in a game with a single-player option. Too many times makers have put online only in and it results in a game becoming unusable when the back end server stack loses ithe value proposition (thinking directly of "The Crew" on the pretending-I-can-actually-drive game front). The only reason it could possibly be justified is from an anti-cheat perspective and with the single-player context, if you want to cheat (yourself) to be better against (yourself), my opinion is the only person you are cheating is in fact yourself. If you engage in multiplayer racing, there does need to be an anti-cheat mechanism and unfortunately the best place to do that is locally on the end-node.
I am placing my faith in Kunos that they will remove the online-only requirement from the single-player bits prior to full release, but if they don't, I will be very hesitant to continue using ACE. Which also means Kunos would not be getting my DLC dollars. Once bitten, twice shy as they say.
 

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