PimaxMagic4All: 
use Pimax' Foveated Rendering feature with other headsets for SteamVR games
Dynamic Foveated Rendering currently for HP Reverb G2 Omnicept Edition, Quest Pro, Varjo;
Fixed Foveated Rendering for most others.
Fixed Foveated Rendering for WMR HMDs in Assetto Corsa
For Glare setting under
Video settings
is Medium or lower,
Assetto Corsa, an OpenVR application, can use OpenXR Toolkit
through OpenComposite.
Play SteamVR games with OpenXR instead of OpenVRon GitLab: 
download from AppVeyor > Platform: x64 > Artifacts > OpenComposite.zip
Replace openvr_api.dll in the game:
with OpenComposite, supports both OpenVR and OpenXROpenVR ToolKit works with OpenVR, but
reportedly
works with e.g. Reverb G2, which now uses OpenXR..?
WMR headsets are driven by Windows Holographic API -> WMR runtime,
but that API may be driven:
directly from games or game engines (but none of interest)
Matthieu Bucchianeri recommends Unreal over Unity,
with UE5.3 adding VRS (Variable Rate Shading) with eye gaze,
    but Nvidia VRSS2 is only on DX11;  "UE5 is all in on DX12"
from SteamVR, provoking performance issues
using a special version of OpenXR, which may be driven by games, game engines or OpenComposite from OpenVR.
This last is most performant for games of interest.