Assetto Corsa EVO First Impressions: Very Promising Core Surrounded By Early Access Issues

Assetto Corsa EVO First Impressions Mazda MX5 Cup Laguna Seca.jpg
With the first Early Access release lifting the curtain on Kunos Simulazioni's new sim and some seat time in the rig, here are Yannik's Assetto Corsa EVO first impressions.

What an exciting afternoon it was on January 16 - a date that I had long circled red in my calendar as arguably the most anticipated sim racing title of the year got on the grid. Assetto Corsa EVO was going into Early Access on Steam, and after a very brief, limited session at SimRacing Expo 2024, I was excited to try the new sim in a bit more depth. So was pretty much all of sim racing, for that matter.

The plan was simple: Start a live stream over on our Twitch channel half an hour after the game unlocks to give it enough time to install, then dive into a proper first look with our community. However, 15:00 UTC came - and went, with the Steam page countdown simply switching to 'Coming Soon'. Alright then. Let's see what 'soon' really means in this case.

It turned out to be an hour, and after that, I was finally able to hop in, start the stream and explore the first Early Access release with you. That's what I would have loved to write here, but just like many other sim racers, I faced a relatively grave issue with AC EVO - it would not launch. At all. Sigh.

Of course, it being an Early Access release, it had to be expected that not everything works as intended immediately. Over an hour of on-stream troubleshooting attempts in the company of @Christopher E led to nothing, so I called it eventually. It was only the next morning that I finally found the root of my troubles - a Microsoft C++ Redistributable Package reinstallation solved things. Finally, time to hit the track!


Assetto Corsa EVO Graphics & Performance​

Let's start this first impressions article with the things you first see: the graphics. The main menu features a 3D space with a render of the last car you chose, or the Abarth 695 Biposto on default. Looks pretty nice, I must say! Of course, I had heard of the performance issues others have had, but I wanted to see for myself where I would be at. For reference, you can find my PC's specs below.

  • 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

Normally, this setup can push games to the max quite comfortably, so I tried just that in AC EVO as well. Except for motion blur, that is. Not a fan of that. And the rear-view mirror resolution was fine on 'low' to start with. The rest I cranked as high as I could, and it worked pretty well, I must say. Even without DLSS, I managed to get to the 90 FPS target I had set comfortably in most cases, even with full AI grids at dusk or dawn. FPS did fluctuate here and there, but were usually between 75 and 90.

Visually, AC EVO is in a good spot already. I know this is very subjective and a matter of taste, but for my liking, Kunos has managed to capture the great depth-of-field effect found in ACC already especially, which adds a lot to the still very rudimentary replays. The lighting from floodlights, trackside flag LEDs or similar sources, particularly as day turns to night, is very impressive. Once a proper photo mode is on board, I can imagine that screenshots will turn out beautifully.

Assetto Corsa EVO Early Access First Impressions BMW M4.jpg

Image: Kunos Simulazioni

Sounds​

The audio was also one of the standout qualities of ACC - I remember going to my first GT3 event at Oschersleben in 2022 for ADAC GT Masters and thinking "wow, this sounds exactly like in ACC!" - so for three of the four race cars in the first AC EVO Early Access release, there really was no need to change anything. As a result, they will sound familiar, but in a good way.

To get an idea how nicely the reverb implementation works in AC EVO, I recommend picking the open-top Honda S2000, as you will hear things more clearly, and paying attention to the sound as you exit the pits at Imola. Once you leave pit lane, you will notice that the engine note is not bouncing off of the walls to the left and right of you, but travel the now wider space around you.

In general, the audio in EVO is very nice and detailed, as you hear gravel hit the underside of your car, the floor scraping over kerbs, your drivetrain straining to push your car along - so far, I very much like the audio design.

Assetto Corsa EVO Driving Physics​

Now, on to any driving sim's (or game's) bread and butter: the driving physics. Some in the sim racing community feared that AC EVO would be simplified in this regard - more in line with more casual titles that also feature a lot of road cars, such as the Forza Horizon or Gran Turismo franchises. This is not the case, however.

Road Cars​

In fact, the physics in Assetto Corsa EVO feel believable - to me, anyway - when you are trying to push a road car on a racing track that it normally has no business being on. Sure, it might be easy and relatively forgiving for the most part, as per design of the car itself, but trying to extract the best lap possible out of one of these road-going daily drivers (well, one can dream, right?) shows that this is far from arcadey.

Cars will start to slide, and you can catch them up to a certain degree if you are quick. What I personally liked is that even if you have to go full opposite lock to catch a slide, you can actually do so, unlike in ACC or even AC sometimes, where even as you think you are slowing down enough while countersteering, the rear of the car will still overtake you. This does not always work, mind you, and I am far from a great drifter, but it was still good to feel this.

Assetto Corsa EVO First Impressions Mazda MX5 Cup Laguna Seca 2.jpg


Race Cars​

The four race cars - the Porsche 911 GT3 Cup (992), the Mercedes-AMG GT2, the Ferrari 488 Challenge EVO, and the Mazda MX5 Cup, feel more planted thanks to their slick tires and (save for the Mazda) increased downforce, so they will feel familiar to a degree. They are made for racing on circuits, and you can feel it.

What stood out to me compared ot Assetto Corsa Competizione, however, is the agility of these cars, particularly the "bigger" ones (sorry, MX5). While you can still feel their weight as you rumble over kerbs or try to trailbrake to a corner's apex, the somewhat "boaty" feel I disliked in ACC is not very present here - it feels like throwing around a proper powerful but relatively heavy race car now, or at least how I would imagine it to feel. The Force Feedback does a good job conveying this, although it could be a bit tighter around the center of the wheel range - might just be a case of fiddling with some more settings, though.

It will be interesting to see how their characteristics change over the course of a stint, as the cars in the Assetto Corsa EVO Early Access do not use up their fuel at the time of writing this article, but I would imagine that it would be a relatively pronounced difference if ACC is any sort of reference in this regard.

Assetto Corsa EVO AI​

Speaking of racing: You can do that in AC EVO, of course, but only against the clock in Practice mode or against AI opponents. Multiplayer will come later, so those two game modes were the only ones available at launch. Technically, the Driving Academy, or at least part of it, should also be on board, but the server issues on Kunos' side mean that this is still greyed out at the time of writing. A shame, really, but we will make sure to follow up on it once it works!

That aside, many in the sim racing community actually prefer their racing to be done offline, so good AI is crucial to them. Will they find it in AC EVO as of its first Early Access release? The answer is a solid "meh". For now, anyway.

The Good​

The AI drivers show good and bad traits on track. Let's start with what they do well: their awareness. Sometimes. Let me explain.

In Assetto Corsa EVO, the non-human opponents do not commit to what essentially every other sim's out there do, namely slamming the door shut when you are already alongside them. Instead, they will open up the corner to avoid a collision, which is nice.

They also race each other relatively competently in most cases, trying to overtake on the inside, committing to those overtakes early on, and sometimes even trade some paint. Occasionally, they overdo it and punt someone off - something you would see in real racing as well. No problem there. In other parts, however...

Assetto Corsa EVO First Impressions Ferrari Challenge Suzuka.jpg

Sometimes, the AI is a bit too contact-happy, it would seem. The night lighting comments from the graphics section obviously does not apply here.

The Bad​

As I mentioned, the AI drivers are competent enough to avoid a collision when they are on the receiving end of an overtake. In the reverse situation, they are anything but, however. If they think they spotted a gap, as small as it may be, they will want to go for it, and completely disregard the player car as well. I got punted off the track more times than I could count, and in situations where it was completely avoidable, too.

Also, if you brake a tiny bit earlier than the computer-controlled opposition may deem acceptable, they tend to plow into the back of your car. Keeping an eye on your rear-view mirror is absolutely crucial as a result.

The AI's behavior is very dependent on the track as well, it seems. A relatively calm Mazda MX5 Cup race at Laguna Seca (save for the occasional punt mentioned above) done and dusted, I decided to try the Ferrari 488 Challenge EVO at Suzka's GP layout. Boy, was I in for some turn 1 chaos.

Already on the approach to the relatively quick right-hander, three AI cars veered sharply to the right, onto the grass, and proceeded to torpedo the rest of the field. Not that the cars further back kept it any cleaner, so there was an almight pile-up. A similar thing happened when I restarted the race, too. That one, I survived, only to find that the AI cars brake unreasonably early for 130R, so I only just avoided clattering into the back of another Ferrari at a good 280 kph. Certainly keeps you on your toes.

It seems like AI calibration is also still in its infancy, as it could also be observed in the Laguna Seca race. Whenever two MX5s went side by side across the main straight that is actually more of a long left-hander, the car on the inside hit the pit wall every time without fail, slowing itself down considerably and almost causing a multi-car incident that would have been sure to see those recently moved in neighbors that complain about noise levels next to a race track all day anyway file another lawsuit immediately.

In short there seems to be a foundation in the AI that could eventually become great - it is still early days, of course, so we will have to wait and see what Kunos can do with the machine folk behind the virtual wheel.

Assetto Corsa EVO Porsche 911 GT3 Cup (992).jpg

Image: Kunos Simulazioni

Assetto Corsa EVO Early Access: Excited For Things To Come​

All things considered and the problems an Early Access release usually comes with pushed aside a bit, I think Kunos have laid a very solid foundation to create an extremely fun and exciting final product. The driving feels very natural and detailed to me, so I could see myself spending quite a lot of hours with it moving forward - especially once the open world arrives and we can see the full scope of what AC EVO is setting out to do.

If you have followed OverTake for a while, you will also know that I very much fell in love with VR for sim racing over the last year or so. Don't worry, there will be a separate article on AC EVO in VR - I reckon some folks have problems that border on it being unplayable, while others are reporting a relatively good time with it already. I am excited to find out myself.

That being said, it cannot be ignored that there is still a lot of work to do. Not that anything else could have been expected with version 1.0 still being a long way away. With Kunos reacting to the online problems with a patch just a few hours after the game unlocked, it feels like the studio is hard at work to iron out the kinks the first release has, which is encouraging. On the other hand, this makes it seem like even the singleplayer portion of the game would always require an internet connection - which would not exactly make many sim racers leap in the air with joy.

Those who are looking for a polished experience that will work 100% as intended should probably wait for a while before they take a closer look. For those who want to follow along development as closely as possible, checking back regularly is likely a good idea - both Assetto Corsa and Assetto Corsa Competizione have come a long way after rough Early Access releases as well, after all.

What direction do you hope Assetto Corsa EVO will head in in the near future? Let us know in the comments below and join the discussion in our AC EVO forum!
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

I have the complete opposite feeling about road cars handling. In AC and in ACC i can catch the rear of the car most times, but in AC Evo there are many "no return" situations.
The FFB is not as sharp and quick as in AC, also the in-game FFB sliders seem to do nothing for me (except for the FFB intensity of course).
Compared to ACC there are some good improvements, the cars seem good on kerbs and there is some feeling of what the front is doing. Still, FFB is not as fluid and intuitive as in AC, also in AC I can feel some clear vibrations when the wheels are sliding (understeer, power oversteer) or when I am braking. In general, AC offers a seamless weight transition which makes it so natural to slide, this is why it is such a popular drifting game. Cars in AC Evo to me seem to have snap reactions with the overall feeling that there is some kind of damper, which prevents me from "dancing" with wheel and pedals and "being one" with the car.

Overall, my impression is that this is a good "ACC 2" but still far from a good "AC 2". I will drive some more to see if it is only a matter of getting used to it.
 
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OverTake
Premium
I have the complete opposite feeling about road cars handling. In AC and in ACC i can catch the rear of the car most times, but in AC Evo there are many "no return" situations.
Interesting, thanks for sharing! Goes to show how subjective this sort of feeling is, I think. Different driving styles, hardware setups and preferences will lead to different perceptions - makes sense, I'd say.
 
"Very Promising Core". The core is AC, and yes AC itself was promising, but this should have surpassed it, even in early access stage. They didn't even make the slightest effort to improve the simple things, like the presentation. Still looks like an indie game.
 
Full of dweebs desperately trying to find fault so they get clicks from people equally removed from any sense. As an early access effort, this shows loads of promise. To the guy that posted the throttle thing above- sooo tedious. I've been too busy hot lapping and enjoying the new visual look and feel. Looking forward to seeing it grow like the OG did.
 
I really don't know what wheel bases the people who say Evo is similar to AC use, but the information I get and control I have in AC EVO with the exact same settings on 2 wheels (T300 RS and Moza R21) is way above that of AC. It's well above AC with the latest CSP and extended physics. Visually, shaders/materials are exceptional, a good step above AC/CSP. It will be a difficult year from having to jump back and forth between AC for the content and Evo for the physics and visuals. AC definitely has a die hard fanbase and probably still a long life ahead, but judging solely on their potential as seen on day 1 of early access, EVO is ages above AC. Was honestly not expecting this leap, but EVO really has the potential of becoming the car sim to rule them all due to the fact that its engine was built from the ground up to allow everything from freeroam (large areas) to circuit racing. I think Kunos have played their cards like a boss by listening to what the community wants (easy, right? but this is where most fail), seeing what we do with AC and actually blending all those ideas into a sim with rock solid physics and visuals, the core building blocks.

Kunos, I think you've nailed the 2 things that matter most to me: the physics engine's ability to portray how a car feels and the graphics engine's ability to reproduce the real world fluidly on screen. I'm simply amazed by the fact that I'm maxxed out in this game and without ANY stutters on my 4 year old machine on day 1, while running from a hard drive! Other competing sims aren't this fluid even 3, 5 or 7 years from release. In order to steer EVO well at this stage, I would advise to always ponder on the perceived psychological age of negative reviewers out there before taking those reviews into account. Times have changed and some people simply fail to grasp the meaning of "early access" and the degree of realism in one's expectations is definitely a generational thing as well.

In all honestly, EVO is a total surprise for me and a huge breath of fresh air compared to my other early access sim purchases. EVO instantly brought me back to how Netkar Pro felt when it came out - a jump to a different dimension, with enormous potential. Take whatever time you need to do it right, as from what it shows on day 1, this thing has potential to truly become the ultimate car nut/driving sim in so many directions (what you can drive, where, how, what you can do to your car). I'm truly and humbly amazed with what you've achieved with a 35 person team, while also working on ACC for the past 5 years. Bravissimi!
 
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Barely 24h and already so sick of seeing these cockpit bare hands... I already have hands, thank you.
You can disable them... Escape menu - view settings, on the 2nd tab if I remember right. Same way as ACC basically. These settings are car specific.

Edit: 3rd tab, just checked
 
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Not sure if refund or wait couple of months. On every aspect of it it feels like downgraded ac. Ffb is a bit like acc. Not that good. Physics are a bit strange at times. Tire combined slip is odd. Car goes easily into 4 wheel slide and just slides off the track laterally when slowing down and turning (suzuka t1) if you go in too fast. Like there is a special grip drop off when the combined slip is at 45 degrees or so. Also on bigger drift angles the car just goes into spin mode. Looks like overly aggressive heat grip loss. In a way it is better than original ac but in some ways worse. Definitely more numb and understeery.

Also a a ton of smaller issues...
Not sure if feature but on some cars throttle is cut automatically on upshifts (no flatshifts) despite all aids being off. Got a good laugh out of the camaro hud menus which cover almost half of the screen. Also abs 1 is actually no abs on some cars.

Menus are bad. I'd take the old rf2 menus over these any day. Points for breaking all conventions on ui design tho. The controller setup menu is unforgivably bad. Can't remember the last time I had to press apply to save settings. Tire scrub sounds are uninformative and give the impressions the tires are sliding 99% of the time you are driving. Overall I'm pretty sure the sound code is directly from original ac.

A lot of the cars feel broken. The porsche cup is like pure understeer. With wets in the rear (nice to be able to mix tires front and rear) it is fine for a lap or two until the rears overheat. But with throttle it is almost always understeer.

Braking feels very clearly they have added some unlinearity to it. Just a free tip for everybody who suffers having no feel on brakes. Decrease brake pedal curvature to something like 45/55%. The pedal bars in the game are bugged so don't trust them. Should have easier time slowing down.

All that is actually livable and could be improved or just lived with but at its core the game is locked down like the fort knox. Even basic things like controller ini files are decrypted. Does it even save settings locally? That combined with always online requirement that causes even the menus and basic usability to suffer is a business practice I find hard to support with my money. The launch car availability issues. Expect them every single time the game releases dlc or a new car or a patch. For no good reason. In future that won't improve. It literally hurts only the paying customers and with the ui and the driving living inside the same .exe there is no hope for 3rd party launchers this time around.

Because of these intended flaws I'm stuck with a throttle pedal that doesn't go above 90%. If I had access to the controller ini file I could probably change that by just opening it with notepad and changing some value from 1 to 0.9. Now I have to wait for a patch which could take months. Am I going to play a sim that only supports 90% of my throttle pedal until then? Probably not.

The miata felt kinda nice tho. But as a game this feels like one of those big publisher triple-a games that intentionally push anti-consumer policies way beyond what is appropriate just to gauge the reaction how little they have to pull back in a later patch.
 
Premium
Interesting, thanks for sharing! Goes to show how subjective this sort of feeling is, I think. Different driving styles, hardware setups and preferences will lead to different perceptions - makes sense, I'd say.
Yes absolutely, for me without any doubt. A real 100% realistic racing simulator is by definition impossible. Especially realistic simulation of g-forces is as good as impossible. That is why choices have to be made when simulating reality. And those choices are usually connected to personal taste. Everyone is allowed to have their own preference in that. I just think it is a shame that it seems that some, also here on Overtake posting comments, label a different personal preference with great certainty as wrong or nonsense.
 
Interesting, thanks for sharing! Goes to show how subjective this sort of feeling is, I think. Different driving styles, hardware setups and preferences will lead to different perceptions - makes sense, I'd say.
I am not an expert so it is all personal and depends on settings.
On the matter of "easier to catch slides in AC Evo" though, please check this video of Nils Naujoks (who now works with Kunos on AC Evo car physics, replacing Aris). He says basically that catching slides was too easy in ACC and they made it more realistic with a sharper drop in tire grip:
 
My Day 1 experience was good. I see early signs of what really will be an Evolution to AC (and ACC) in most fronts and I'll be exploring content and features and participate in the Kunos forum giving my thoughts and reporting issues to help get this sim to where it should be.
 
In short there seems to be a foundation in the AI that could eventually become great
Please, tell me: where is this foundation?

We got AC which AI is notoriously bad. We got ACC which is serviceable but uninspiring, often poor as well. And now, so many years later, with so many enhancements advertised there is an AI that again can't really drive properly? We should be talking about racecraft and a possibility of interesting moves that AI can do to race with you, not about basic safety stuff like them rear ending you, or pushing from the road like you didn't exist. Again, as is in AC. Again as is often in ACC.

To the guy that posted the throttle thing above- sooo tedious.
The guy that made that video is Niels Heusinkveld. You might've heard about him.
 
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