Testing Assetto Corsa EVO and The Current State of VR

AC EVO VR.png
Testing Assetto Corsa EVO and The Current State of VR - I'm doing a series of tests to see where Assetto Corsa EVO stands in its current state when it comes to VR. I'll be comparing the Playstation VR2 running Steam VR and the Meta Quest 3 to get a baseline for future reference as development evolves.

Assetto Corsa EVO Early Access VR

Assetto Corsa EVO is in early access. So, as it stands, the fact performance is tanking comes as no surprise. VR support is still less than ideal, but to be fair, it's never easy to run VR out of the box on any sim. VR almost always requires a very capable graphic card (GPU), preferably top of the line, and a well above-average processor (CPU), just to get a usable experience on most titles.

When AC EVO was first released just a few weeks ago, most of us struggled to squeeze out even the minimum framerate, which was a bit of a pity for a first impression. To be totally honest, my expectations were through the roof - I had all my chips on the now mythical performance of the original Assetto Corsa from 2016. The original Assetto Corsa stunned the VR fans: it magically squeezed out ultra-performance while still looking amazing. But that was years ago. Standards are much higher now!

When it comes to performance, Automobilista 2 is, in my opinion, the current gold standard. AMS2 has god-level performance, graphical realism, and subtle post effects that cost very little-an incredibly immersive experience in the headset.

So, Assetto Corsa EVO has a lot to live up to in 2025 since the bar has been set very high, and VR performance will be the first epic boss battle it has to overcome!

Assetto Corsa EVO - Testing on the Playstation VR2 & Quest 3​

A little while back, I grabbed a Playstation 5 PSVR2 specifically for Gran Turismo 7. And no, I don't regret it. The Playstation VR2 offers one of the best VR experiences in sim racing for the price. A few months later, Meta released the Quest 3, and I willingly jumped on the next hype train, mainly because my current PC headset was ageing. It turned out to result in a nice setup: one headset for PC and one for PS5. That is until Sony released the now infamous PC adapter for the PSVR2 at an extra cost. Yep, you guessed it, I caved again for the hype train...

On PC, not surprisingly, some titles run better on Quest 3, but most look way better on PSVR2, mainly because of the OLED displays. Sadly, performance is rarely better on the PSVR2, simply because it only runs through Valve's SteamVR.

But this isn't meant to be a shootout between two VR headsets. I just thought it would be cool to do some testing and compare the two on Assetto Corsa Evo to give some impressions of the visuals and the overall experience. Be aware that this write-up is part guide, part testing, and a big part, my opinion. So take it with a grain of salt ;)

Test setup:​

PC Spec:
CPU AMD Ryzen 7800X3D (water-cooled / no overclock)
- An extremely capable CPU, no problem on most current titles in VR, so it's not throttling anything significant.
GPU Nvidia 3080ti
- In 2021, this GPU was almost top of the line. Today on the other hand, it's managing ok in VR, but nothing spectacular.

PC and App Settings:

Disclaimer: The settings here were collated from other guides, which I cited below. I take no credit. I simply used what worked best for me.

Quest 3 - Oculus Debug Tool Settings

If you can't find it, it's located in - C:\Program Files\Oculus\Support\oculus-diagnostics\OculusDebugTool.exe
Probably the most interesting setting here is the "FOV- Tangent Multiplier." Changing this value results in a chopped-off viewport with rounded corners. Although some people justify this setting by saying it makes it look like a helmet cutout, I'm not a huge fan of this workaround. However, it does have a noticeable positive effect on performance.

For the sake of this test, I set it to a sensible 0.9;0.69. Nevertheless, if you want to try out a more extreme setting, another guide recommended 0.9;0.55. For me, that ended up looking too tron-like, claustrophobic, and squished.

Quest3_DebugTool_Settings_V2.png


Quest 3 - Oculus Link

The only thing to really set here is the Refresh rate - 72hz
Here the 72hz min refresh rate is perfect, if you can ignore that it's not 120hz and lacks that crispy snappyness!

Quest3_OculusLink_Settings.png


PSVR2 - Steam VR

One of the main issues with the PSVR2 is its lack of settings. The Quest 3 combined with the Oculus Debug Tool is just way more flexible. But alas, we use what we have, and that's just SteamVR.
The resolution scale is the biggest win for the PSVR2 on AC EVO when it comes to affecting performance. I've pulled this way down to 60% because my 3080ti can't handle any higher in AC EVO. Still, 64% is in line with the native resolution of the screens, but it's a compromise in the overall quality and image clarity.

Additionally, I advise everyone to turn off Motion Smoothing. As tempting as "smoothing" sounds, it's a truly abysmal compromise and will cause warped, janky assets inside the cockpit. For sim racing, it's a no-go!
For the Refresh Rate - I went with 90hz. No choice, really, since 120hz is far from sustainable at the moment.

PSVR2_SteamVR_Settings.png


NVIDIA Control Panel Settings

I think many of these settings are actually not very important. I have never seen any huge gains from Nvidia settings, but I played with them anyway, following other users' recommendations. One big exception is "Virtual reality pre-rendered frames", which needs to be set to 1.

Nvidia_Settings.png


Assetto Corsa EVO In-Game Graphics Settings:

No surprise here. Almost everything is set to low, either because it affects performance or setting it higher I couldn't see any difference in visuals or performance. So, the best decision is to just set most parameters to the lowest level or OFF. With exception of Anisotropic on Ultra and Medium Texture Pool Size, I tried these settings at different levels and there was very little impact on performance, bit it looks a bit better on the curbs, so a small trade off.

The most noticeable toggle overall is Upscaling. For the Quest 3, it doesn't make a huge difference in the framerate or the look, but I still prefer it off. On the PSVR2, however, Upscaling is catastrophically bad beyond belief. Pre-Oculus-Rift-CV1 is bad, so a big pass on that one ;)

AC EVO Graphics Settings ALL.png


Finally - Now to my impressions and testing!​

Assetto Corsa Evo Version v 0.1.5
Spoiler alert: There are some noticeable differences between the two headsets in terms of achieving a driveable experience. It becomes fairly obvious that AC EVO is better suited for Oculus/Quest 3, at least in terms of the available settings you can tweak that help performance. But the PSVR2 still has its amazing moments, so I'm not writing it off. Nothing beats OLED for richness and color range.

Sidenote: Images were taken on my iPhone simply to avoid any external process affecting performance. A couple of percentage points might be lost for running the Oculus mirror app since I had no other way to record the performance monitor, sadly.

The tests consist of practice and race sessions with fixed and accelerated times of day as well as clear skies and rainy conditions. By no means is this meant to be a representative test of every possible scenario. The scope of this article is limited to a simple comparison. I plan to go back and re-test when updates that affect VR performance will be released. For this specific test I decided on Imola with the Ferrari 488 Challenge EVO, mainly because I love that combo!

Practice Sessions​

Test 1: Practice Clear 1x time scale Time of Day 15:30 - PSVR2​

Observations: Here, you can see the frame rate is stable around 16ms but above 11ms. Ideally, it should be well under, but it's smooth, with almost no freezes or hiccups for the most part.

PSVR2_Prac1x__Dry1.png


Quest 3​

Observations: On Quest 3 in the performance summary, we can see there's a tiny bit of Performance Headroom between 10-20% max. Overall, it's very stable, even with a few thousand dropped frames.

Quest3_Prac1x__Dry1.png


Test 2 - Practice Clear 48x time scale Start Time of Day 15:30

PSVR2

Observations: On the PSVR2, again, frames stay stable but well above 11ms all throughout the lap, even as it gets darker and headlights come on. However, there are times when dropped frames are starting to cause lags and microfreezes. See the middle image.

PSVR2_Prac48x__Dry2.png


Quest 3​

Observations: Here we get a maximum of 12% Performance Headroom but it quickly dips lower in most situations, this doesn't affect the overall smoothness, frame rate stays at solidly at 72hz.

Quest3_Prac48x__Dry2.png


Test 3 - Practice Rainy 1x time scale Start Time of Day 15:30​

PSVR2​

Observations: Wet performance alone on track is already quite a bit lower than dry conditions averaging in the 20ms, dropped frames start to cause freezes and stuttering.

PSVR2_Prac1x__Wet3.png

Quest 3​

Observations: Wet performance alone on the track for the Quest 3 stay at a reasonable framerate, quite a bit smoother than the PSVR2, with less notifiable stuttering overall.

Quest3_Prac1x__Wet3.png


Race Sessions​

For the dry race with 48X time acceleration, I decided to split the sessions into 2 start times, one where the sun sets in one lap and another where the sun rises in one lap, 18:30 (6:30PM) and 4:30AM, respectively. In the wet, I set it to a fixed 1x 15:30 (3:30PM) with no time acceleration. A total of 9 cars, including me, and I put myself 5th on the grid to try and stay close to the pack throughout the lap.

Test 4 - Race Clear 1x time scale Time of Day 15:30​

PSVR2​

Observations: Around other cars the framerate tank and causes some serious stuttering, once the AI cars are spread out this gets much better, which is no surprise.

PSVR2_Race1x__Dry4.png


Quest 3​

Observations: Here, we start to see some occasional dips in the framerate down in the 60hz range, but only sporadically. Overall a better driving experience on the Quest around other cars.

Quest3_Race1x__Dry4.png


Test 5 - Race Clear 48x time scale Start Time of Day 18:30 (sunset) and 4:30 (sunrise)​

PSVR2​

Observations: Not seeing a marked difference to the static time; however, as expected, headlight conditions are asking for more resources, frame-time jumps a couple of points into the 20s, and more dropped frames

PSVR2_Race48x__Dry5.png


Quest 3​

Observations: Here the Quest starts to struggle oddly, framerate drops into the 50s sporadically and when there's an abrupt drops in the framerate graph, see middle image, the image freezes. The freezes are less frequent than on the PSVR2, but they are more extreme, lasting almost half a second.

Quest3_Race48x__Dry5.png


Test 6 - Race Rainy 1x time scale Time of Day 15:30​

PSVR2​

Observations: Here the PSVR2 really struggles, the frametime is solidly in the 20s to mid 20s, with clusters of dropped frames making it a stomach turning adventure!

PSVR2_Race1x__Wet6.png


Quest 3​

Observations: Similar to the night to day transitions the Quest 3 starts to dip in places and even gets into the 40 range frame-rate. Overall, it's way less jarring than on the PSVR2, but by no means ideal.

Quest3_Race1x__Wet6.png


Conclusion:​

What are my take-aways from Assetto Corsa EVO's VR performance at this very early access stage of development?

Overall, the tests speak for themselves. A mix of disappointment with visual potential, not very surprising results. You might be saying, "Hey, this makes no sense, Chris! AC EVO is in an early access state, so don't expect so much. Come on!" Although that's a valid point, for me, it's important to establish a personal baseline to see where we're at right now. From here, we can start to judge how steep the mountain is we're about to try and climb.

How much performance overhead will we need to end up with? The main question is: For those of us not on the very latest GPUs, will we be forced to fork out hundreds of bucks for a new one, all just to run AC EVO at an acceptable frame rate in VR? Or will AC EVO rival AMS2, and our current midlevel GPUs can live to fight another day?

With what we have right now, I see real promise visually. AC EVO could become the best VR sim racing experience out there. The lighting is sublime, and the overall color palette of the scene is rich without being garish and over-saturated. There's something very natural about Assetto Corsa EVO's graphics.

As far as settings go, I'm not picky about turning things down. The challenge is to get a smooth experience out of all the sims I own. That means the highest graphics settings are rarely achievable. With VR, perseverance is key when it comes to performance. I've managed to get a very enjoyable experience out of ACC - yes, Assetto Corsa Competizione in VR! I even squeezed enough VR performance out of EA Sports WRC! Both are titles based on Unreal Engine.

VR freaks like me mostly gave up on those two sims, but I persevered and even ran a whole league season in ACC. And I regularly participate in the WRC club races here at OverTake. So it ain't that bad if you can live with some visual mediocrity. ;)

I truly hope AC EVO will overcome its VR performance struggles. Let's cross our fingers that AC EVO will achieve amazing VR performance on mid/low settings in the not too far off future. I recognize the limits of my 4-year-old GPU, but based on the above tests and impressions, I can't say we are anywhere near that at the moment...So keep pushing, Kunos; we are rooting for you!

What are your impressions of AC EVO in VR so far? Share your thoughts and impressions in the comments. If you have any tips or input on my testing by all means don't hesitate to chime in! :)

References used for settings:
Assetto Corsa Evo v0.1.1 - comprehensive VR set-up guide

Assetto Corsa EVO VR Guide | 10 FPS Boosting tips! for ACE VR
About author
Christopher E
Project & Community Manager here at OverTake.
Long time simracing aficionado, and former producer on rFactor2 / Studio 397/ Motorsport Games. I've worked in simracing for over a decade, and have never stopped enjoying it!

Comments

A well-written and composed comparision with excellent explanations. I feel you are realistic in your expectations and objectively stated your observations.

Thank you for the time and diligence in putting this together. Much appreciated by a non-VR user--you have piqued my interest!
 
A very interesting article and nicely done.

I started using VR about a month ago and have had some great experiences in AMS2 and LMU. When AC Evo was released I tried it in VR, but found it wasn’t as smooth or as enjoyable as with the other 2 sims. My system spec is similar to yours and minimum settings were a struggle. Still, it’s early days and hopefully AC Evo can follow the improvements seen in other sims.
 
Strange to use PsVR2 when a better choice would have been Pimax Crystal Light.

So after the new DLSS has improved VR in ACC it would be good to see how it works in ACE. Currently the visuals don’t work with DLSS. And that can only be on if you first select it in 2D mode.
 
if you ask me all the wrong doings in the linked vr-optimisation video are:

changing the powerplan to high performance,
enabling Harware-accelarated gpu scheduling,
closing (idling) apps,
autooverclocking anything,
shrinking your fov using oculus tools (really going to setting that up for every game?)
messing with compatibility options
changing the task-priority
...
 
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Premium
if you ask me all the wrong doings in the linked vr-optimisation video are:

changing the powerplan to high performance,
enabling Harware-accelarated gpu scheduling,
closing (idling) apps,
autooverclocking anything,
shrinking your fov using oculus tools (really going to setting that up for every game?)
messing with compatibility options
changing the task-priority
...
Why are wrong? I understand that changing fov for every game is a bit of a hassle (I already forget to change from speakers to headphones every single time) but why closing idling apps or changing the power plan to performance is wrong? I'm not arguing I just want to understand
 
"I've managed to get a very enjoyable experience out of ACC - yes, Assetto Corsa Competizione in VR! I even squeezed enough VR performance out of EA Sports WRC! Both are titles based on Unreal Engine." "So it ain't that bad if you can live with some visual mediocrity. ;)"

Sorry, but the only thing I can conclude is that this reviewer has very very very low standards when it comes to VR. You run two low resolution headsets, with low settings with terrible visuals in the end, in 2025 that's not acceptable at all. Why would you??

Why not honestly admit that WRC/ACC/AC Evo all look absolutely horrible in VR compared to titles as AMS2, LMU, RF2, AC, iR, DR2 and even RBR only any high resolution/high PPD headset.

No matter how much you tweak those 3 titles, the visuals/performance balance is always terrible compared to the properly working titles.

EA/Kunos just failed with their latest titles. If you want to force yourself to settle with less standards, go ahead; but I rather play properly working VR titles such as AMS2/DR2. Luckily there's enough enjoyment in those titles until something else comes on the road, I see zero reasons to play ACE/ACC/WRC in it's current stage.

And yes, exactly what "Harmoniser78" is saying here. Why choose an PSVR2 when the Pimax Crystal light for example is on the market?

The PSVR2 has an extremely low resolution that is visually equal to something between 720p and 1080p desktop visuals, so it's not a good starting point at all. Come on it's 2025. This is not a fair review of Evo's VR's current state.

With the render resolution of the Crystal, even a 5090 couldn't run Evo properly in low settings. Let alone the Crystal Super that's going to be released this quater(has 2,2 times the render resolution of the normal Crystal).

Why not be blunt honest and write: Kunos failed massively with it's new title when it comes to VR performance. Because that's the only proper end conclusion that you can make after 6 years of development waiting. It's just a complete failure and please get honest and admit it !
 
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Well to me with a more casual mid-entry hardware combo Quest2/Ryzen 7 5700X/RX6800XT I find this article interesting, and probably also to many others who do not spend 3 times the price to get the latest state-of-the-art hardware, but instead are looking for cost-benefit VR solutions that deliver more than OK performance wise for 75% of the sims.

I can recognize most of the review regarding scrutineering optimization - for a sim that has very high hardware demands it may be worth lowering the VR refresh rate and leaving the power to where it hurts.

However, one place where it is definitely worth sacrificing a little extra from the wallet is to secure a high-quality USB-c cable. With my current one, I typically measure 3.2-3.5Mpbs, whereas my lightly used one never reached above 2.7Mpbs. This way I can also safely turn up the max bitrate in the Oculus Debug Tool.

And then an eye-opener to me :"FOV- Tangent Multiplier". I've never wondered about that. But as I understand this parameter, it is completely targeted for me - for vehicles and sims where helmet cam view is an option, I always choose this by default. So this is my 1st to-do next time I'll jump in my seat in VR, so thanks!

Nota bene: Primarily prefers helmet cam view due to speed induced blur and helmet/camera shake when going flat screen and well, just seems more authentic when VR racing, but where I really miss heavy camera shake and speed induced blur effects. Yes, I am the type who has completed a full 11 lap historical Targa Florio in VR where my biggest challenge was a longer mid-race break and the desire for VR hibernation without the headset falling completely to sleep - it worked, but I could still use more helmet shakes and speed induced blur. Well, just a side note, but not something I have researched enough into whether the effect here could be as nice and strong as with a flat screen.

Edit: Apart from "FOV- Tangent Multiplier" I've tried a palette of different kind of VR optimizations for AC Evo, but seems in any case that my hardware including VR headset seems to be working overtime, unfortunately. That's why my biggest wish for Kunos is strong improvements in terms of VR- and graphics performance in general.
They will also need that if they stick to the plan of entering the console market....
 
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Premium
Really well written article overtake!

I’m absolutely puzzled as to the design choices of Evo, it’s just like ACC all over again in vr.

Let’s hope that in a year it’s rocking as currently it’s just a complete waste of money for a vr user.
 
Why are wrong? I understand that changing fov for every game is a bit of a hassle (I already forget to change from speakers to headphones every single time) but why closing idling apps or changing the power plan to performance is wrong? I'm not arguing I just want to understand
i think there is no difference in performance with switching to high performance powerplan but it can help with broken drivers or bad usb devices. thats probably why it still gets recommended. assuming most systems run as expected you just loose all the powersaving features and get a generally more noisy system if you dont switch back to balanced. of course closing apps might help if your getting at the limits of your memory and into cpu limits. but usually the effect is so low its hardly even mesurable.
 
Premium
Old wives tales.
Modern machinery does not need it.
Using it only shows lack of understanding how to manually configure your system properly.
Same goes for GPU.
 
I was under the impression (obviously falsely) that one of the main reasons they dropped unreal engine was because of its poor VR performance / optimisation capabilities. I know, there is going to be a pile of the usual "but its EA" posts.. but I lived through so many previews that will supposedly have issues fixed on final release (that didn't), so many EA games that ended up being bait and switch and not to mention the whole "West Brothers" fiasco where deluded fans (sim racers seem to be some of the most deluded individuals on the planet) swore black and blue the title was coming out and it will be better than anything out there when it was so blatantly obvious they were pure vaporware merchants. Did ACC VR really get that much better performing (optimised) over time? I think the hardware just caught up is all that happened there..

You dont build an engine without an eye to performance along the way and instead leave it all until the last minute because you may have made some serious architectural blunders that prevent performance optimisation down the line. You should be optimising as you go in order to correct architectural decisions before those decisions become too imbedded and can't be changed.

The fact its so poor now leads me to believe it won't get orders of magnitude better from here (which is what it seriously needs), just minor incremental steps that will taper off quickly in terms of benefit.. . I actually believe the same about the AI.. it'll remain as brain dead as it currently is, just like AC did. Sure, I hope I'm wrong, but.. I seriously doubt it.
 
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It's kinda funny to call VR in ACE not great. 72hz at lowest settings in practice? What's the point? Is this a racing game or what? If it doesn't run acceptably with a full grid and weather, then it doesn't run acceptably.

The good thing about VR being really bad in ACE is that there isn't anything to do in the game at the moment. And if they don't develop a completely new AI system - there won't be.
 
A lot of people with unrealistic expectations of a freshly released title...

VR is one of the last things that should be prioritized because it's such a drain on any system, and in ACE's case it's much like LMUs where they will need time to fine tune it's performance on the potatoes that the average consumer has...

Even some high end GPUs will have a chipset conflicted through the motherboard or RAM or CPU that causes poor performance...

The praised engine in this article doesn't do a lot of very important racing competition things well... The fact it does VR well gives it a lot of eye candy fans and a lot of false praise comes from it's investors who made coin off of it...

Which just goes to show that getting VR right early is not a good priority to focus on unless it's a VR only game...
 
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A lot of people with unrealistic expectations of a freshly released title...

VR is one of the last things that should be prioritized because it's such a drain on any system, and in ACE's case it's much like LMUs where they will need time to fine tune it's performance on the potatoes that the average consumer has...

Even some high end GPUs will have a chipset conflicted through the motherboard or RAM or CPU that causes poor performance...

The praised engine in this article doesn't do a lot of very important racing competition things well... The fact it does VR well gives it a lot of eye candy fans and a lot of false praise comes from it's investors who made coin off of it...

Which just goes to show that getting VR right early is not a good priority to focus on unless it's a VR only game...
Expectations should be that it runs normal/ok after 6 years of development. It doesn't. It doesn't even run properly on low settings on my headset with a 4090.

This while studios(Reizas for example) with way smaller budgets deliver an amazing VR experience.

Kunos said that they switched engine because ACC's Unreal engine didn't run well on VR. So the expectations were for that reason that Evo does run OK at least.. but it doesn't run at a playable state at all. Not even with my 4090 and probably not even with a 5090 on my headset.

So what should we have expected then in your opinion? That it had VR but that it doesn't run on any hardware at proper PPD? That's an realistic expectation? I don't get your point at all. Because it simply isn't playable, so why include VR at all if it only causes disappointments. It's a waste of money for every self respecting VR racer at this moment. And after 6 years of development, don't expect an holy patch that will solve everything. It surely won't.
 
Expectations should be that it runs normal/ok after 6 years of development. It doesn't. It doesn't even run properly on low settings on my headset with a 4090.

This while studios(Reizas for example) with way smaller budgets deliver an amazing VR experience.

Kunos said that they switched engine because ACC's Unreal engine didn't run well on VR. So the expectations were for that reason that Evo does run OK at least.. but it doesn't run at a playable state at all. Not even with my 4090 and probably not even with a 5090 on my headset.

So what should we have expected then in your opinion? That it had VR but that it doesn't run on any hardware at proper PPD? That's an realistic expectation? I don't get your point at all. Because it simply isn't playable, so why include VR at all if it only causes disappointments. It's a waste of money for every self respecting VR racer at this moment. And after 6 years of development, don't expect an holy patch that will solve everything. It surely won't.

No developer has all of the chipset combinations available... It's an early access title...

Expectations should of been "I have to run this on a pancake because it's early access and VR will be terrible"...

Reiza's engine has had over a decade worth of development time with a HUGE budget in the SMS days thanks to the money made from the WMD investment scheme and Need for Speed Shift 2 profits... But it runs worse on my pancake set up than ACE because they don't have the capability to test everything and are pushing the engine too far...
 
Agree with pz666 in this regard, expectations are way out of whack.

We got a commitment that VR was important and would ship with the first early access release of the game.

This is what they done, they showed they have a commitment to it by putting it in the first release build.

Now they need to shape the game, and then fine tune VR, all while in early access. If these was the proper retail release, then the butthurt would be warranted.
 
Look at WRC after ~a year of it's release. Nothing is changed, it's VR even in a worse state because of anti-cheat and zero real improvements.

Early access or not, it has been developed for 6 years. I don't believe in miracle's but we'll see.

I expect that we get maybe a 10% gain, max 25%; but we need 250-300% to have proper VR performance such as LMU, AMS2, AC, iR, DR2.

I don't see that as an releastic expectation at all. Patches are (mostly minor) fixes and improvements. Not massive performance boosts. I never saw that in sim racing history.

I think that you both overestimate what optimization is.

And you SMS budget argument is, with all due respect, nonsense. 505 games made MASSIVE sales with AC/ACC over the year, they are not on a lower budget as SMS was at the time, surely not.
 
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