Poll: How do you like Assetto Corsa EVO so far?

Assetto Corsa EVO Poll How Do You Like AC EVO.jpg
Images: Kunos Simulazioni
Following a period of great anticipation, Assetto Corsa EVO has launched in Early Access. With the first weekend of it being available in the books, we want to know your opinion on the sim.

The sim racing community collectively tapped their F5 keys waiting for Kunos Simulazioni to release the first Early Access build of Assetto Corsa EVO on January 16. With the brand-new sim now in the hands of the public, plenty of interest was notable - not just in the amount of streams, videos, articles and messages on social media, but also in player numbers.

An hour after AC EVO went live, the concurrent player number peaked at 25,752, and as of January 20, the sim has had an average of 7,948 players. Considering that there is not much to do yet, as the online servers are still not working at the time of writing this article, restricting game modes to free practice and quick race, that is not a bad number at all.

Assetto Corsa EVO Poll BMW M4 CSL.jpg


Assetto Corsa EVO Opinions: Have your say!​

However, after sharing our own experiences with AC EVO during its Early Access launch weekend, we want to know what you think. Plenty of these players mentioned above are most likely part of our community as well, so we are aiming to shine the spotlight on your own experiences and opinions.

Additionally, if you have any advice or tips you want to share with your fellow sim racers, you are welcome to leave them in the comments as well. We are looking forward to your comments!

Let us know what you think about AC EVO via the poll in the sidebar, and feel free to share your thoughts in the comments below this article!
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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

Strange question at this stage of the game.

Well it´s a mixbag for me right now. Some cars feels great (Porsche GT3 Cup, HondaS2000, Escort...) some feels ugly (Ferrari296, MercGT2)
The cocpits are looking fantastic, the overall visuals are not overhelming so far. The performance is more than improvable. Only with a 3rd party tool able to race the AI, which by the way is just there so far.
The tracks are a good selection, but i have driven them 1000x so the interest is not big.

So it´s a real early access so far. Personally i will not play it until next updates. It´s just makes no sense right now. But i am looking positive into the future. Kunos deserves the credit
 
I've only spent a couple of hours on it, and I quite like it so far. There isn't much too it, but I bought it for what, I'm sure, it will become, not what it is now. I trust Kunos. I'm no more keen on the 'always online' aspect than anyone else, but I also have RaceRoom. I just think some sims are (will be) worth it, despite that negative.
 
I voted "I support Kunos 100% no matter what.". I'm not particularly interested in road cars, there do are a lot of things to improve, but I think it's important one of the historical developers (and one of the few who still belives in proper simulations).
In the end I spent 32€ to have 100 cars and 20 tracks, if we want to look at the bare numbers. Should I compare it with LMU, for that game I spent 30€ for the base game, 40€ for the season pass, 45€ for the online membership. Why? Because even if it offers "less" (again, purely in terms of contents) I'm enjoying it and it gives me something different, so I hope Motorsport Games can finally fix their issues and deliver a finished products.

It's an early access, it has more bugs than expected, but I'm confident they will fix them little by little. I mean, last December I spent 370€ for a new rim I could probably do without, I think I can definitely show support to developers who work for our own fun. :)
 
Premium
For an early access preview it is quite formidable. I would say next gen compared to existing titles.

I do hope they get the VR part working well, because that would break it for me as I only race in VR.

What Kunos have shown at this stage is very strong and based on their previous titles I trust this will become THE sim in the years to come. I am itching to race online with this driving model.
 
Always online stuff won't be much of a deal if the offline mode will allow to drive all the cars in some way. I'd say that the cross-progression between single and multiplayer could be quite important. It's another part of bringing all the game modes together so it won't feel discouraging to try different things in a product, which brings all different types of racers.

That aside, the handling is awesome and I'm absolutely adoring it with any car I drive. Even FWD cars feel nice to me. Drifting is possible and challenging. I can't wait to both race and cruise around free roam!

Optimization is an obvious issue, AI as well. I believe they will get better though. Graphical fidelity is a curious topic. In some scenarios you can see that Unreal Engine (unsurprisingly) looks better with foliage and some materials. On the other hand, AC Evo seems to absolutely nail the color balance and quality of visuals no matter the time of day.

Also another unspoken hero is the track camera. I don't know what is it exactly, but they seem to be somewhat dynamic. Camera movements and zooms look EXTREMELY realistic and they vary each lap!! It almost looks like every track runs CamTool 2 by default and I'm loving that. Broadcasting could have great potential down the line!

It's a rough early access release, but the product on horizon looks very, very promising. It will be a great feat if such small team could release a triple AAA racing game challenger and there is a chance it might happen. I believe!
 
OK so I move my postings to a more proper thread here, since my tired eyes as of yesterday evening misread thread title of other thread:
"Assetto Corsa EVO VR: Working For Some, Messy For Others"

I think this goes in general, if "VR" is skipped from the sentence.
So here my experience after my first 3 boot ups of AC Evo as of yesterday:

OK, so earlier today I had my first boot of AC Evo, this in ver. 0.1.2

I feel for sharing my immediate first impressions.
Taking notes underway, hences a chronological summary, without going into too much details.
Followed by my first overall impression in rough terms.

Edit: OK so I had to split my post, pls bear with me

Hardware starting point
MB: MSI MPG X570s Edge Max WiFi
CPU: AMD Ryzen 7 5700X
RAM: 2 x 16 Gb Kingston Fury Beast DDR4 @ XMP 3200 Mhz
GFX: Sapphire Nitro+ AMD RX6800XT Special Edition
HDD1: 2TB WD BLACK SN850X M.2 MVNe 2280 PCIe 4.0 x4
HDD2: 2TB Samsung SSD 990 PRO M.2 MVNe 2280 PCIe 4.0 x4
OS: Windows 11 Professional

Monitor: Gigabyte G32QC (Curved), attached to GFX via DPi-cable. Max native 1440p @ 165Hz

Sim Hardware
Wheel: Thrustmaster T300RS-GT
Pedals: Thrustmaster T-LCM
H-stick: T8HA
Handbrake: My2nd T8HA (special arrangement with variable analogue input feasable)

VR
Headset: Meta Quest 2 - wired USB-c to GFX's USB-c port.
USB speed test result from Meta Quest Link: 3.1-3.5 Mbps.
VR Software: OpenComposite + OpenXR

1. First boot up
Startup with no errors, no black screen. All good.
However windowed at default resolution 1080p, though Win11 settings 1440p...?

2. Controller setup.
Mapping in genereal seems reasonable to me. A bit DR2.0 over it when you have several unique input devices. I feel it's quite easy to get used to.
"Manage presets" is coming handy to me. Working fine.
(For AC I use 5 different profiles, dependant on mapping for modern prototype, vintage sportscar, antique pre-war race cars and so on, so I really needed this option!)

However for very fundamental wheel, gas, brake, clutch - this is really messy!

No calibration bar? What?

"Blind bindings" are confusing!!

My standard at AC via CM setup is inverted axis for gas/brake but not clutch for my T300RS-GT.

A sensor bar displaying pedal movement is apparently missing in action. Or?

"Add modifiers" - no explanation and nothing happening when clicking??

3. Display settings
Gameplay framerate limit. Max either 120Hz or 240Hz - not my old G32QC's max of 165Hz. Enabling vertical sync. doesn't reflect the number above.
Confusing.

I need a validating in displayed digits that vertical sync enabled is exactly that. Just as in the case using AC Content Manager display options.

A step back even from vanilla AC! Not good!

4. Offline status confusion
In the midst of first todo with setup, I observed Status : Offline.
Reading/watcing reviews I reckon online status is deemed to access licenced content.

"But how do I get online to the server? And why not automatically at boot up?"
Messy - no guiding info here.

5. Gameplay Settings
Online Mode. Apply settings is not working. When returning to menu Online Mode = Off

6. Driver Profile
Is not saved thoug clicking Apply!
Filling every info, clicking 'Apply' - returning to menu: empty values??

7. Academy section
Requires license?
Which and how?
No explanations, not even a note.

C'mon Kunos.

8. Cars.
Only the Abarth 695 Biposto available to me. I reckon due to ACE stating "Offline" ??

Now I really need some guiding info on how to get online state.

9. Car preview
Car controls - nice Kunos is adapting a bit from CM here for preview options.

But no engine sound when hitting Ignition and subsequently Start button. I don't hear anything?

Speaking preview engine sound, I miss CM's feasability for adjusting engine rev level and thottle level

Scene options are fantastic. +1, Kunos!

10. Drive menu
I've read and watched alot complaining here.
I can just say: I'm not confused. Seems legit logics to me.
(OK, so maybe it's due to the mess of confusions I just came from in previous menues? :thumbsdown::D )

11. First Practice experience
No progressbar or text while loading screen. I could use that.
Driving out. Pit limiter button not mapped. Going back. Observe it is not "greylightet" (= active), so OK on it again.

Now pit limiter button working, but no indication. I could use a light here :-D

Driveout at Bathurst in the Abarth 695 Biposto. FOV seems wrong. I miss AC's app here for on-the-fly FOV and seat adjustment.....Aah there it was when I paused my pitout! And looks nice. Have to investigate in mapping to this menu via wheel button.

12. FFB
Still within 1st minute of first ever pit out. FFB seems reasonable. In corners maybe a bit 'dull'.

On the contrary I don't feel 'over-informed' as Jamie critisized AMS2 for a bit when comparing one of the McLarens to reality and to ACC.

However I like alot of the responses.

For an alfa version this is certainly acceptable for me, taking into account I haven't even fiddled with FFB values yet.

All in all I feel the standard FFB an improvement compared to standard 1st driveout in AC beta-version (close to official) back in late 2013.

(to be continued..)
 
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(..continued)

13. Graphics.
I just chose native 1440p, turned down to 120 Hz and chose Vertical Sync. This with turning up a bit on the Display values on beforehand - and not down as several users have reported.
So in high to ultra 1440p @ 120 Hz, vertically sync'ed No FSR or any AMD Adrenaline tools used for my with my My Sappire Nitro+ RX 6800 XT Special Edition.
It all looks very nice! - Thogh no AC like SOL/Pure/CM full version max marmelade + blur activated.
(I'm one of those simmers who can't get enough of speed induced blur and camera shake - could use more when going VR)
HW Monitor displayed max values for GPU global = 56°C / GPU hotspot = 74°C GPU hotspot.

This is indeed promising grahpics performance wise to me! Native 1440p / 120 Hz Vertical Sync'ed and maxing up a bit in-game graphics values.

14. HUD diplay
I'm missing display of vehicle state. Especially state of engine/gearbox.
Ofc I chose all AIDS = off and the classic killing the gearbox by not letting the clutch take time to feed in, the engine died just after Conrod straight - but stimulus-response I like consequences.
But a but blind-eyed here when no indication of gearbox/engine health state :-D
(maybe I'm just overseeing this)
Nice feature with mouse drag/drop to rearrange HUDs.
Of course I totally miss old AC's and especially modders app's here, having almost HUD setup as per car here. So I miss a HUD app selection list via right 'curtain' as in classic AS.

15. Driving experience - sim core part
In fact I like the fragility on the Abarth Biposto's gearbox when going full manual, no AIDS, trying heel&toe technique done on purpose just a tad too lazy, this is a road car, not a race car, and probably not doable IRL.
A road production car is not built for this. When nursing around Bathhurst in the Abath I have a very trustworthy immersion and feedback with my near entrylevel sim hardware.
A lot of details reflected in my T300RS-GT. Setting up my 2x T8HA, the one for H-stick, the other for analogue variable input handbrake works reasonable when imagining I'm in a standard production road car.
This was exactly what I was hoping for.

So that's good! In fact the most important parameter to me.

16. New bootup, more content 2nd time
Allright this time I've got the 20 cars available. But state is still "Offline" ... ??
Taking advantage of FSR in 1080p and even more marmelade turned on. This time no vertical sync.
Wow this looks good! And at almost stable 87 FPS. Now we're talking!

17. VR
OpenComposite activated, Quest 2 USB-c wired, OpenXR standard, EVO with just standard graphics settings in 1080p-
OK really back to basics when I entered the VR world with my Quest 2;
Grainy, couple of times freezing picture. But no ghosting.
GPU global = 59°C / GPU hotspot = 78°C
Dunno how much I can improve with EVO graphics settings here
Or maybe playing a bit with OpenXR options, but here I don't expect that much with my experience here.

But now, this is really a subject where ACCM CSP full version is really no competition here, not only VR optimization options itself, but huge variety to optimize not only GPU, but also CPU and RAM for AC CM version.

General first impressions

I am more pleasantly surprised than I expected after all the worrying writings and youtube walkthroughs.

Good first impressions of FFB response (apart from low torque) and the car's behavior, to me it seemed at least a level up compared to AC.

BUT here I must add: I wasn't out to test the limits!
I just nursed the Abarth around Bathurst to feel the details.
The descriptions of "dead" FFB feedback during oversteer, which is typical of street cars, may well be true. I have not tested that part. Only cruised around with 25-70% gas.
And maybe that's the goal for Kunos? Making a cruise your street car in open landscapes? I will now really look forward to it if some time in the future it was opened for the fine modders of classic sports cars and tracks to enter this sim. When I first heard news about AC Evo, it was my biggest hope - which has, however, been reduced quite a bit with the online license barrier part. I still hope though, because then there really is a lot to enjoy in this sim.

The €31.99 for this early alpha is reasonable compared to Pista's €9.99 very early alpha.
I feel Kunos have a good foundation to build on here - at least with my hardware setup.

My hope for the future here is, there will not be that much license requirements when going classic and antique race- and road cars / tracks - of which is how I by far extent am using AC.

I could really imagine how excellent it would be cruizing around in the WSC60 pack's Iso Grifo A3C or the ACL GTC pack's Bizzarrini at either Italotracks' 1957 Pescara or Abullz' 1973 Targa Florio, or a 1934 Alfa Romeo P3 at HSS' 1930s dusty road skins of Abulzz' work.
Or a thousand of other vintage/classic/antique car/track mod combos in AC Evo. Since to me, the core sim engine part is truly an upgrade.

I can live with that I have to turn up FFB Torque values in my Thrustmaster Software and maxing out in EVO - I don't feel the massive torque as when I don't take care in AC or GTR2 for certain classic mods.
Since I think Kunos are on the first steps of improvements here.

So this is a BIG plus, personally.

Will have a new go in a couple of weeks.
This is already from ver 0.1 to 0.1.1 to 0.1.2 in a couple of days, so I expect some progress in the meantime.

Well, time is up here.

But not all that bad! :)
 
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And 3rd post, again from wrong thread, this very late last night:

OK so couldn't resist anyway. Sleep must wait :D

Just a follow up to my previous post here about 1st tryouts just cruising, not testing limits.
I couldn't leave the thoughts, since I think the vast majority associates Kunos to "racing" more than "cruising". And besides, my main quality sim time is endurance racing, but more and more classic/vintage/antiques in AC in historic landscapes at close to cruising speed and then now and then tapping the gas.

But ofc had to test the limits.
So just had some laps at Suzuka GP circuit in the Alfa Romeo Giulia GTAm

When I think of the countless IRL track days in primarily track prepared road cars, of which I've participated in over time, I think the response is that speed is actually more lifelike than Kunos has ever lived before from their own house - that is, when I disregard the many modders who have been able do better, though based on a so-so core sim engine. This is a definite improvement.

Here I am thinking of the expected response from street production cars, maybe a little track prepared with caged and "peeled", track tires, harder chassis, etc., but all in all - something you can drive around the street scene with number plates on - and not a 100% track dedicated thoroughbred racing car.

First practice I tested the limits, as I would have done in regard to track prepared road car rental for IRL track days.
So this is one of the best things I've experienced, that is without messing with the car setup, which I otherwise do quite a bit.

Second and last practice session. Raced as I had paid all the extra insurance and also had a treasure chest available for the rest of the scraps. Still I have a much better feeling in terms of response than I would have expected. However, when I really go to the limits, I have that slightly strange feeling during in-corner steering, just like my experience in ACC, which I always try to avoid by changing the ARB, toe-in, camber etc. on the front.

But then. What I've been looking forward to the most with AC Evo, i.e. the core sim part. With my hardware it just seems to work out of the box, I have to admit.

But it could also just be my imagination - and have in the back of my mind that I'm driving around in a street car, which has "heavy" understeer when cornering at speed, and still a point of criticism, as the FFB torque response here seems a little too vague. But as I said - without tinkering with anything.

And graphics part now, well, I just had to check if it was a 0.1.3 I booted up.
Still AMD FSR feature activated in 1080p and now I turned up almost all the jam as well as the lovely blur (like I said I can't get enough of speed induced blur and helmet shake), really crystal clear, as if my little 32" curved was delivering 4K output!!
And then stable around 103-104 FPS, where I was happy with about 86-88 FPS.
It's the same version - what the heck?!? But not a bad thing!

Yes, I could come up with an endless list of a sin register of everything that DOESN'T work, seems messy, seems annoying, etc.

But with my experiences, I think this alpha has something really good to build on.

But OK, when I take the thread title into consideration, there seems to be some truth hidden in it. I could imagine some PC hardware / sim hardware combinations where this early Alpha doesn't work...
 
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I am having a blast, lucky me!
I predict ACE will be an overwhelming success.
When thinking for a minute, at how well it is feeling and driving, a few days after EA launch, it blows my mind.
When the game features will be added as development unfold, it will be a hard one not to play.

My advice to all my VR racer friends is, even if for you it is "unplayable" at the moment, please, do not believe it is because the game cannot do better, you are doing something wrong.
After a few days now, there is plenty of evidence of people on the internet having great VR result, some video even explain what needs to be done to make it work.
should the game be better optimized in the future? yes, will it be? no doubt. But meanwhile, back at ranch, please do not let fake information spoil you of a good VR time in your copy of ACE.

Additionally, for those you might have missed it, SimHub has been updated and now support ACE. Tactile, plus the great ACE FFB, make ACE as immersive as can be.
 
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Didn't buy it, although I am much interested in the game. But why should I pay now to experience the worst version of the game? If it was a small indie studio I'd be willing to support but since Kunos is not I feel no incentive and certainly don't "trust no matter what".
 
Didn't buy it, although I am much interested in the game. But why should I pay now to experience the worst version of the game? If it was a small indie studio I'd be willing to support but since Kunos is not I feel no incentive and certainly don't "trust no matter what".
From a pragmatical point of view ACE costs now the least it's going to cost for a long time. Price will be higher at release, and initial sales are not too big. So if one would belive Kunos can ship a polished game at 1.0 and one aims to get it when it fully releases, it's cheaper to get it now. This is like pre-ordering, with a decent discount and the option to test and give feedback. This business model is not for everyone of course, you do what you consider the best for yourself - just pointing out that it can make sense.
 
I suppose at the least the VR was better than EA WRC. Now that really is a stinker.

Like some others I think I'll sit on it until another update.
 

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