Assetto Corsa EVO v0.1.4 Promises VR And Triple Screen Optimisation

M4 CSL CI.jpg
BMW M4 CSL. Images: Kunos Simulazioni
Assetto Corsa EVO was updated to v0.1.4 this week, with the next round of fixes, changes, and promises. With a cryptic hint of when the online servers will return and the promise of VR and triple-screen optimisations, the future looks bright for Assetto Corsa EVO.

Now in full development, the sim racing community expects big things from Kunos Simulazioni and Assetto Corsa EVO. However, this new update fails to add the elusive reactivation of the online servers, consequently keeping the Driving Academy features that were very briefly available in a previous update behind closed doors for now.

Alpine A110, BH.jpg

Alpine A110, Brands Hatch in the rain

Cryptically hidden at the bottom of the patch notes, Kunos details, "The online servers will be arriving soon for all." Only Kunos truly knows what their definition of "Soon" entails.

The positive aspects of this update are that the optimisations for triple-screen and VR users seem to have improved things rather nicely. While imperfect, many changes and adjustments have been made, so we implore you to give Assetto Corsa EVO another try on your triples or VR. Let us know what you think in the comments below!

Version 0.1.4. is now live. This includes:​


AUDIO:
- reworked music system to result in better reliability and improved fading
- new music for menu, gameplay and ending sessions
- fixed potential issue when audio device is lost
- tweaked Mount Panorama audio reverb zones
- tuned audio slip ratio logic and feedback
- fixed BMW M4 CSL backfire audio playing in idle
- fixed Lotus Emira compressor sound
- fixed Chevrolet Camaro ZL1 compressor sound

CONTROLS/UI:
- localization updates
- fixed responsiveness issue in Manage Preset UI
- fixed mirrors toggling in multi-mirror (with right mirror disabled by default)
- Showroom: fixed car instrumentation inconsistencies via the car controls widget
- Showroom: fixed missing lights on showroom scene change
- Showroom: fixed incomplete dash display render
- implemented function to listen to concurrent devices: if multiple devices are responsible for the same input
One device can be active, the other device will sleep until they are moved by a margin, replacing the active one
- fixed controller steering assist affecting direct input devices when both devices were connected
- mouse cursor now disappears after a few seconds of inactivity
- changed default FOV of driving cameras (default button now resets to 55)
- fixed overlap between game version and online status in localization
- enabled axis visualization in the controls page
- added 0.2s repeated function for L/R/U/D in controllers
- fixed inconsistency behaviour when making quick turning inputs with a controller
- fixed an issue with garage cars visibility with Italian localization
- increased mirror yaw limits
- fixed an issue with double startup scene loading

RENDERING:
- fixed black screen at Imola and other tracks in triple screen
- disabled TV camera movements in VR
- reduced VRAM usage
- fixed VR and triple screen missing undercar shadows, artefacts on probes, veil flicker etc.
- fixed VR flickering on the sky box
- optimized VR GPU performance
- optimized triple screen GPU performance
- improved car reflections to be more cubemap resolution independent (notably medium setting has an improved quality)
- fixed an issue on resource indexing (fixes some of the minor AMD-specific glitches)

GRAPHICS:
- fixed missing mesh skinning from the Alfa Romeo Junior front springs
- fixed minor visual issues on the Alfa Romeo Giulia GTAm
- fixed Hyundai i30 N LOD issues with lights
- fixed an issue with the AMG GT2 lights colour inherit
- fixed a missing default rim customization definition of a Toyota GR86 configuration

PHYSICS:
- fixed BMW M4 CSL ride height limits
- fixed BMW M4 CSL launch control
- raised minimum pressure in setup limits
- adjusted minimum tyre pressure limits


Updates to server infrastructure to enable online mode for all will be arriving soon.

Outside of the VR and triple screen changes, the stability of the game and graphical bugs have been addressed on the Hyundai i30 N and the BMW M4 CSL. Although this update appears small, it is a nice addition for Assetto Corsa EVO leading up to the reintegration of the Driving Academy.

MX5 Cup Interior.jpg

MX-5 ND Cup, Laguna Seca

What do you think about this mid-week update for Assetto Corsa EVO? What do you think about the new VR and triple-screen optimisations? Let us know in the comments down below!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

Sadly, DLSS and FSR are still not functional in Triple Mode. You can trick Evo to keep DLSS selected and you can freely select FSR as you like, but there's no change in GPU load and no visual changes either.
But at least it works, yeah.

However, even with MSAA 8x, Filmic AA to Cinematic and FXAA, a lot of shadows are still flickering/shimmering like crazy.

BUT: I don't have three monitors, just 1x 3440x1440 and with the new DLSS4 dll and medium settings, it runs quite a bit better than before! They definitely worked a bit on the vram issue that caused massive stuttering after changing the track/car/session.

And the steering assist weight slider now seems to work as intended with my xbox controller. I have a Moza R12, but for a quick "Update Check", the controller works very well now! :)

Overall a nice little update that fixes a lot of small things.
It doesn't really change anything in general though, until they activate the online single player stuff.
 
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OverTake
Premium
Sadly, DLSS and FSR are still not functional in Triple Mode. You can trick Evo to keep DLSS selected and you can freely select FSR as you like, but there's no change in GPU load and no visual changes either.
But at least it works, yeah.

However, even with MSAA 8x, Filmic AA to Cinematic and FXAA, a lot of shadows are still flickering/shimmering like crazy.

BUT: I don't have three monitors, just 1x 3440x1440 and with the new DLSS4 dll and medium settings, it runs quite a bit better than before! They definitely worked a bit on the vram issue that caused massive stuttering after changing the track/car/session.

And the steering assist weight slider now seems to do work as intended with my xbox controller. I have a Moza R12, but for a quick "Update Check", the controller works very well now! :)
Great feedback, thank you!
 
Premium
I am an AC fan and I waited for ACEvo that I got on the first day, knowing full well what early access entailed, or at least what I expected.
I thought that there were many things to fix like in all EA and I would have calmly been patient, slowly waiting for the progress on what should have been the bases of the game.
But two weeks from the launch, we do not have what was promised, academy, pilot profile, special events, everything that only works online and Kunos does not give reassurances on the release date of what should have been available for two weeks.
The FFB and the handling are nice, but for now I am quite disappointed.
 
Sadly, DLSS and FSR are still not functional in Triple Mode. You can trick Evo to keep DLSS selected and you can freely select FSR as you like, but there's no change in GPU load and no visual changes either.
But at least it works, yeah.

However, even with MSAA 8x, Filmic AA to Cinematic and FXAA, a lot of shadows are still flickering/shimmering like crazy.

BUT: I don't have three monitors, just 1x 3440x1440 and with the new DLSS4 dll and medium settings, it runs quite a bit better than before! They definitely worked a bit on the vram issue that caused massive stuttering after changing the track/car/session.

And the steering assist weight slider now seems to work as intended with my xbox controller. I have a Moza R12, but for a quick "Update Check", the controller works very well now! :)

Overall a nice little update that fixes a lot of small things.
It doesn't really change anything in general though, until they activate the online single player stuff.
For flickering shadows try to disable ambient occlusion.
 
Premium
I am an AC fan and I waited for ACEvo that I got on the first day, knowing full well what early access entailed, or at least what I expected.
I thought that there were many things to fix like in all EA and I would have calmly been patient, slowly waiting for the progress on what should have been the bases of the game.
But two weeks from the launch, we do not have what was promised, academy, pilot profile, special events, everything that only works online and Kunos does not give reassurances on the release date of what should have been available for two weeks.
The FFB and the handling are nice, but for now I am quite disappointed.

To be honest you didn't know full well what early access entailed, you over expected, and you didn't do your due diligence on the title - it's been clear from the beginning that the full release is expected autumn this year, but honestly I would expect that to slip to winter, making it almost a year away.

There was no way that ACE would have the features you expected a mere two weeks after the initial early access release.

Anyway below is the roadmap from Kunos of when we can expect certain features - be warned as most of it is still empty. I would suggest checking https://assettocorsa.gg/assetto-corsa-evo-ea-out-now/ regularly for more updates

1738168115469.jpeg
 
AMD user here (ryzen 5600G, radeon 6600xt 8GB, 16GB DDR4 @3200, 1080p @166Hz IPS g-synq display.

my issues (whole PC freeze when loading any track with any cars in any session, except brands indy with mx-5 in very low settings (and that came with stutters, freezes etc) was solved with current version.
probably a v-ram issue (had it in LMU at some point, in menus, the "AMD leakage" issue (solved in few days with a workaround in the graphics settings .json and later with a patch).
i should go nvidia, as i did so many times before...

now performance (in default medium graphics) is around 70 FPS (same system runs ACC with a mix of epic and very high, no FSR, ~90 FPS in SP races with 25 AI in dry daylight)
not bad i would say, im sure they will optimize it more and maybe new GPU drivers releases could help too

i always keep in mind that this engine is brand new and never tested before in such large scale. it can only get better in the (near, hopefully) future.

( i remember marco in an interview less than 2 years ago talking about the new in-house engine answering to the question why the dont go with UE in ACE: "we are software developers and thats what we do")


i keep the faith in kunos simulazioni.

va bene! continuate cosi, vicini :thumbsup:
 
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As someone who has followed the development and marketing of Assetto Corsa EVO, I must express my disappointment at the current situation. For a year, Kunos painted a vivid picture of a revolutionary racing simulation experience, but the early access release falls markedly short of these grand promises. While early access can be a valuable development model when used transparently, this feels more like a case of leveraging built-up hype to sell an incomplete product. The disparity between the ambitious marketing campaign and the actual state of the game raises concerns about whether this approach respects the trust of the racing sim community. Early access should be a pathway to polish and enhance a solid foundation, not a means to finish core features that were presented as complete in pre-release materials.
 
i always have in mind that this engine is brand new and never tested before in such large scale. it can only get better in the (near, hopefully) future.
Yep, that's something a lot of people seem to forget. It's not the AC1 engine and the UE4 engine probably is the most optimized graphics engine out there, so while they had to optimize what's in the world and tweak the performance, all the world building, texture streaming etc. etc. was already there.

You can download the Unreal Engine editor right now, throw 3D Objects in there and walk around in your own world.

For a year, Kunos painted a vivid picture of a revolutionary racing simulation experience, but the early access release falls markedly short of these grand promises.
Yep.. Can't disagree on that, although I'm happy what I got for my 32€.
I have the feeling the company above Kunos forced this and at the same time there's probably a version with one car, one track, one feature that runs superbly great on one of their dev machines.
Like if you take a lot of the variables out, the engine runs great and super smooth.
But when you load up the version that can handle all the different things for us consumers, it's basically broken and must barely running.
 
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Premium
To be honest you didn't know full well what early access entailed, you over expected, and you didn't do your due diligence on the title - it's been clear from the beginning that the full release is expected autumn this year, but honestly I would expect that to slip to winter, making it almost a year away.

There was no way that ACE would have the features you expected a mere two weeks after the initial early access release.

Anyway below is the roadmap from Kunos of when we can expect certain features - be warned as most of it is still empty. I would suggest checking https://assettocorsa.gg/assetto-corsa-evo-ea-out-now/ regularly for more updates

View attachment 815756
I knew well what to expect, or at least I thought so, look at what is described by Kunos in the 1st EA and look at what we have available.
I know that an EA involves problems of refinement and progressive improvements step by step, and I would accept this without problems, but here the promised foundations are missing.
 
Sadly, DLSS and FSR are still not functional in Triple Mode. You can trick Evo to keep DLSS selected and you can freely select FSR as you like, but there's no change in GPU load and no visual changes either.
But at least it works, yeah.

However, even with MSAA 8x, Filmic AA to Cinematic and FXAA, a lot of shadows are still flickering/shimmering like crazy.

BUT: I don't have three monitors, just 1x 3440x1440 and with the new DLSS4 dll and medium settings, it runs quite a bit better than before! They definitely worked a bit on the vram issue that caused massive stuttering after changing the track/car/session.

And the steering assist weight slider now seems to work as intended with my xbox controller. I have a Moza R12, but for a quick "Update Check", the controller works very well now! :)

Overall a nice little update that fixes a lot of small things.
It doesn't really change anything in general though, until they activate the online single player stuff.
How can you want to use crap in a simulator that will brutally increase input lag? My head can't handle that.
 
rasmus
I have the feeling the company above Kunos forced this and at the same time there's probably a version with one car, one track, one feature that runs superbly great on one of their dev machines.

THIS :thumbsup:
the hype too, IMO.
in ACC they didn't overhyped the DLCs and other updates, despite everyone asked about this all the time.
i still remember countless questions in aristotelis streams.
nords etc...
 
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Kunos appear to use Google's open-source Protocol Buffers to serialize data in ACE, both when storing data locally (that's why some people think the settings/config files are encrypted) and when communicating with the game back-end server.

Unfortunately, judging from the path names in the many error message strings contained in the game executable it seems like they use version 3.11.4, which is about five years old today. Versions below 3.15.0 contain a low-complexity (meaning using it requires little skill) vulnerability with a severity score of 8.7 out of 10. This vulnerability has been known for three years. Perhaps it's time to update to a newer version, Kunos, before someone try and crash your servers?

(I won't post this over at www.assettocorsa.net because of their Steam account-linking requirement.)
 
How can you want to use crap in a simulator that will brutally increase input lag? My head can't handle that.
I'm not talking about frame generation.
But your head probably can't handle that either.
Sorry, couldn't resist :D

But seriously, look up tests about the input lag of the normal dlss without frame generation.
Yes, you get a tiny amount of input lag, but the fps you gain counter that.
If you have 100 fps native vs 100 fps with dlss (no FG!), then native 100 fps is a tiny bit better.
But if you disable dlss and only have 60 fps, then 60 native + dlss => 100 is similar or even better, than just 60 native.


 
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I don't want to be rude, but are you serious? :O_o:
Not in terms of well running on all machines, but you get a fully developed engine from the start.
If you just throw all your objects in it without LODs etc., it will run like crap.
And ofc. I'm not talking about VR or Triple Screen.

And also not for high fps scenarios. Stefano once wrote, that there are certain features in UE4 that basically take a fixed amount of time and if you go above 60 fps, it's getting sketchy regarding frame times.

But you won't run into issues like a vram leak, LODs not working, textures not getting streamed, black objects, glitchy geometries etc.
If you're creating a game with 30-60 fps that doesn't need special extras that aren't part of UE4, then it's basically just a matter of building your world and coding what's your actual game.

But that's just my current knowledge with a bit of programming knowledge and having sniffed a tiny bit into engine development.
If you have more experience with engines, then I'm absolutely open to learn that UE4 is total garbage.
 
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Leonardo Dicaprio_ Respekt GIF - Applause Respect Clapping - Discover & Share GIFs.gif

Well done Kunos, the optimization in VR is very much appreciated. From the menus to the in game performance, huge improvement. This bode well for the future.
looking forward to more optimization but now at least, hoping that this title might be spectacular in VR by the time it is ready for 1.0 launch makes perfect sense.
We are in for a VR treat.
 
Bit of an uplift in VR performance here on a Quest 3 with a 9800x3d / 6900xt - can now run at 72hz without undersampling in ODT, but still need more FOV cropping than other sims - and cannot oversample and run at 90hz locked like others. This is only in practice mode however - a race tanks fps completely still!
 

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