Assetto Corsa EVO v0.2 Changelog: Everything In The Second Early Access Release


Assetto Corsa EVO v0.2 is here, bringing new content and substantial changes to the sim. Here's everything in the second AC EVO Early Access release!

Image: Kunos Simulazioni

New cars, new tracks, a progress reset and move to offline, performance optimization - Kunos Simulazioni have been hard at work for the new Assetto Corsa EVO update, it seems. It took longer than anticipated, with the most recent update before v0.2 being almost three months old at the time of the new version's launch.

More frequent updates should follow this second Early Access release, and playability should be helped with performance supposedly "the most obvious improvement in the update", according to Chief Technology Officer Stefano Casillo. Thus far, particularly in VR, players had difficulties getting to run AC EVO smoothly, although that was not the case for everyone.

Anyway, without further ado, here are the release notes for Assetto Corsa EVO v0.2.

AC EVO Version 0.2 Changelog​

General​

  • added Circuit Of The Americas - GP and National layouts
  • added Donington Park Circuit - GP and National layouts
  • added Alfa Romeo 75 Turbo Evoluzione
  • added Alfa Romeo Giulia Sprint GTA
  • added Lotus Exige V6 Cup
  • added Honda NSX-R (92R)
  • added Maserati GT2
  • added Mazda Miata (MX-5) NA
  • added Porsche 911 Turbo 3.6 (964)

The Gameplay has been altered so that players have a choice to play in Career or Open mode.
Career mode will be the previous progression mode without any backend dependency on gameplay flow.

In Open mode the dealership is an open source of cars for customizing and adding them to the player's local garage. There is no limitation to access and customization options.
Open mode also has persistence on locally customized and saved cars.

"All Cars" button in Open mode car selection allows quick selection of all cars ingame, and also moving them into the garage if the player would like a customized example.

Initial startup prompts the player to create a profile and select the desired mode - after that they can switch between the modes at any time.

Please note that Special Events still require online connection.

Physics​

  • re-enabled fuel and battery consumption
  • re-enabled gearbox damage
  • Lambo and Lancia cardata fixes and tweaks
  • fixed electronics setup settings not transferring to track
  • work on dynamic track physics-graphics relation and updates
  • handling and setup updates to the Camaro ZL1 and ZL1 1LE variant
  • fixed gear shift audio event for automatic gearbox

UI​

  • added input filters to vehicles UI pages to listen to appropriate functions on each given page
  • fix for flickering caused by the thumbnail creation on car purchase
  • controls page now has an input poll for itself, solving the ui input filtering.
  • controls page cancel button
  • fixed in-session controller navigation issues
  • fixes to controller navigation and focus in showroom controls
  • localization updates for all languages
  • added soft configuration to controls page so it responds without applying
  • car customization: reject rim design on pending design mismatch (fixing entry duplication)
  • UI: fixed to Fuji track preview images gone missing in some cases
  • UI: video settings tooltips
  • UI: fixed invalid laps being displayed as best lap in timetables
  • fixed a VRAM leak caused by the UI engine causing degrading performance over time
  • fixed issues with input devices not sent to the UI and other input-related woes
  • UI: Slider - keyboard/controller control for dual handle sliders
  • UI: Gamemode - togglebutton height adjustment, start position slider visibility correction
  • forced UI confirm and cancel to OnRelease to simplify input binding
  • fixed car flickering in radar
  • UI: paintshop - mismatch protection for rim selection due to unresponsive game client
  • race weekend and grid customization enabled
  • replay gallery enabled
  • new weather preset icons
  • car thumbnails updated capture scene with contact shadows and adjusted spacing
  • showroom: fixed dash display turning off when customizing rims/parts on a car
  • pitstop timer on HUD
  • implemented car setup load/save/delete
  • improvements to the radar widget
  • added black curtains on transitions
  • car controls widget added in main menu
  • track selection maintained between game modes (when possible)
  • fixed predicted/delta finish line spikes

Gameplay​

  • added Open/Career modes
  • Career mode flow now independent of backend connection
  • added "remove vehicle" functionality in Open Mode Garage
  • new Custom Grid logic and page with car categories - ICE, EV, hybrid and Performance Index (PI)
  • several fixes in pit limiter usage and acceleration/braking
  • fixed special event starting time going forward with time spent in menu
  • removed randomization of grid on session load
  • fixed bug in track limits causing AI opponent driving zig-zag lines
  • improved pitlane exit spline -> ideal line transitions
  • fixed end of session timers
  • ideal line: changed the coloring to be more helpful for inexperienced drivers
  • fixed Suzuka East using wrong pitlane spline
  • fixed Suzuka East track limits through T1
  • crowd density depending on the session: in order: practice, warmup, qualify, race
  • improved OEM opponent car color randomization on grid
  • black-orange flag now resets on restart session
  • adjusted timelines for BH, MP, Fuji, Suzuka according to real life finish lines
  • improved pitbox visibilty, now reflecting status with the hologram color
  • improved automatic wipers speed levels, now better adjusting to the actual amount of rain on the windshield

AI​

The Quickrace/Race Weekend UI offers improved control over the AI setup, including a range slider for the general AI skill used to select the driver opponents.

As preparation, we introduced the "Opponents Behaviour" control, which will replace the "aggressivness" sliders from previous titles. At the moment, only the default behaviour "safe" is selectable, which is the known algorithm and behaviour with fairly safe settings.

  • fixed AI cars being teleported to pit at the end of the session
  • fixed a bug where the AI could be dragged into the pit exit zones
  • fixed offset bug on pitlane spline, causing AI drivers to not center the pitlane
  • AI drivers have improved wall awareness in pitlanes now
  • AI cars will not ignore cars standing (i.e. on the grid)
  • fixed cooldown for AI behind player
  • pitlane spline exits are now merged into the ideal line at runtime, reducing violent steering
  • pitlane spline entries are now forked from the ideal line at runtime, reducing violent steering
  • increased precision especially for the tendency to cut corners
  • updated all car and track base information and finetuning
  • fix for immobilized AI cars when restarting session
  • fixed AI cars taking too long at the race start
  • fixed AI cars braking too late for the pit entry
  • fixed AI cars revving through pitstops
  • improved AI race start behaviour
  • improved braking calculation

Graphics​

[Graphics] Enhancements:
  • retuned all current weather settings for all tracks, resulting in a less foggy overall look, better horizons, and dawns
  • tree material enhancements
  • mirrors rendering now shows opponents shadow decals
  • car dirt effects enabled
  • Fuji visual updates
  • Brands Hatch visual updates
  • Suzuka visual updates
  • Mt Panorama visual updates
  • tweaked visual ride height of several cars
  • adjusted VW Golf 8 rim offsets
  • global VRAM optimization
  • updated Ferrari 296 GTB and Audi RS 3 dash display
  • adjusted simple car mirror capture areas
  • light stage now auto-opens popup lights
  • wiper vignette effect is now a gradual effect per rain intensity
  • enhanced Filmic AA options - improves visuals for objects with sky backgrounds, such as trees and wires
  • texture streaming priority (to prioritize certain environment textures - such as Fuji mountain to always load first)
  • sun shadowing on directional shadows and smooth fog-based volumetric booster
  • auto-disabling of mirror in multi mode now respects which side the driver is on (with centre-positioned driver no mirror is disabled by default)
  • vsync now ignores the gameplay frame limiter
  • switching to VR or triple screen mode no longer disables DLSS
  • improved shadow culling heuristic at dawn and sunset
  • removed ideal line from mirror rendering
  • removed jittering from non-MSAA flimic pass
  • dash display emissive auto-adjustment to take into consideration overcast
  • column-mounted shifter paddles hidden when the steering wheel is hidden
  • tweaked visual tyre flex effect

[Graphics] VR:
  • VR: added VR TV camera set
  • VR: mirror capture mode now defaults to "dynamic" in VR
  • VR: runtime changes of video settings
  • VR: enhanced reflections
  • VR: added DLSS
  • VR: new grass type (global)
  • VR: fixed black glitch at horizon
  • VR: idle-screensaver sequence disabled in VR

[Graphics] Triple Rendering:
  • triple: fixed clustering issues caused by the addition of the "mono view on triple" feature
  • triple: added DLSS capabilities
  • triple: reworked world matrix calculations to resolve positional issues
  • triple: fixed volumetrics day-night transition
  • triple: fixed shadows popping
  • triple: fixed marshall animation
  • triple: fixed black glitch at horizon

[Graphics] Optimizations:
  • optimize z-prepass
  • optimize mirrors and cubemap rendering
  • optimize loading times
  • reduced VRAM usage after loading
  • optimized global illumination memory footprint
  • optimized tiled culling
  • UI platform and VRAM usage optimizations
  • main menu UI textures are now compressed and sometimes shrunk, 10x texture memory save
  • dash display textures now compressed, approximately 50% texture memory save

[Graphics] Fixes:
  • fix for diagonal line on the UI pages in VR and triples
  • fix for marshals occasionally becoming frozen
  • fixed blurred shader functions (tyre, rim, disc) not working in reverse
  • fixes stuttering during gameplay
  • fixed undercar fake shadow disappearing above a certain number of opponents
  • fixed previous car's reflection image visible on disabled mirror
  • fixed dancing clouds issue
  • fixed sss denoise unshadowing factor
  • fixed hero shadow resolution with experimental shadow
  • fixed replay shadow for focused car
  • fix rims jittering with DLSS
  • fix for dynamic thumbnail inconsistency depending on sky type in source showroom scene
  • car and windshield dirt and damage states are reset on return to pits - bodywork dirt resets only on session restart
  • fixed for internal raindrops going sideways on rear windows
  • TV cameras movement is now paused when the game or the replay are paused
  • fixed AMD glitches
  • improve shadow of drivable internal cameras

Audio

  • fixed ABS indicator sound on the Lancia
  • restored the old default audio device when the audio has fallback on another device
  • removed ramp volumes on audio changing options
  • improved backfire logic
  • general fixes on volume and distance
  • bodywork muted when teleport
  • fading on scene loaded and player teleport
  • new sounds for Lancia Delta HF Integrale EVO II
  • doppler effect for some audio events
  • increased volume distance for turbo sound on exterior cameras
  • better distance scale and audio positioning for opponents
  • opponent volume for turbo and backfire

What are your thoughts on the new Assetto Corsa EVO update? 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

Well for me that was an utter garbage update. Pico 4 with a 4070 super. First boot I got pitlane start screen and it bluescreened. 2nd boot for a few minutes of driving before it just totally froze. 3rd game boot I get to pitlane and it just freezes and eventually crashes. 4th same thing. 5th attempt get a few laps of Donington in a NSX then freeze and crash time. 6th time try and load Fuji, freezes in pitlane and crashes.

I give up. Back to other stuff again.
7th attempt: uninstalled succesfully
 
- why are there 10 different mappable keys for lights/wipers? Seriously? Who has that many buttons. Just have a setting to increase and decrease wiper speed.
I haven't seen this with my own eyes so I can only guess, but if that is something like in flight sim world (increase, decrease, with a loop, without, directly set specific values, etc) it makes perfect sense for a specific group of people. Cockpit makers, custom hardware makers.

If that is indeed what is happening here I have to support Kunos in extended keybindings. We love those in flight sims and it's about time they made its way to racing sims.

They can be made available in some "extended" keys tab or similar so that people that can't wrap their head around more than 10 keys don't see them, but don't get rid of them please.
 
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I have very inconsistant and strange performance. Some cars like Masserati totally kill the performance for me. I also have a lot of stutters and many times I start the session with 90 fps on tripples while other times i start the exact same session with exact same settings and the fps is 20ish. Something strange happening in the background.
But the driving feel and ffb is great for me. Also ai seems to be improved.
It would be nice to hear from the guys with steady performance what geforce rtx drivers you are using.
 
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I have very inconsistant and strange performance. Some cars like Masserati totally kill the performance for me. I also have a lot of stutters and many times I start the session with 90 fps on tripples while other times i start the exact same session with exact same settings and the fps is 20ish. Something strange happening in the background.
But the driving feel and ffb is great for me. Also ai seems to be improved.
It would be nice to hear from the guys with steady performance what geforce rtx drivers you are using.
Well I think that's VRAM memory leak issue they claim to have fixed. Restarting the game should do it.
 
Great update, thank you Kunos.
Better performance in VR, actually running very well now for me.(RTX 4070 ti Super)
Much improved career mode and open mode. I think this solution is a keeper.
The 3.6 is a dream to drive.
Found the toggle for the HUD, as , for me, moving the HUD out of the way with the mouse, as I have done countless time in 0.1.6, crash the game now.
Overall 0.2.0 is a giant step forward.
 
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Great update, thank you Kunos.
Better performance in VR, actually running very well now for me.(RTX 4070 ti Super)
Much improved career mode and open mode. I think this solution is a keeper.
The 3.6 is a dream to drive.
Found the toggle for the HUD, as , for me, moving the HUD out of the way with the mouse, as I have done countless time in 0.1.6, crash the game now.
Overall 2.0 is a giant step forward.
I got stutters with 4090 and 9800x3d even on very low settings and mirrors off! So its unplayable for me!
How can u run smoothly? Which headset do you have, and whats the resolutiuon?

I have Quest Pro at fix 72Hz, res is 5400x2700
 
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Here's a suggestion: how about releasing the sim when it's version... 0.7? 0.8? Otherwise, you get the comments we read today i.e. the game is a mess, a disaster, etc.

In my case, I haven't even bought it. I'm waiting for a build that is much more advanced than what seems to be a glorified beta.
 
I have very inconsistant and strange performance. Some cars like Masserati totally kill the performance for me. I also have a lot of stutters and many times I start the session with 90 fps on tripples while other times i start the exact same session with exact same settings and the fps is 20ish. Something strange happening in the background.
But the driving feel and ffb is great for me. Also ai seems to be improved.
It would be nice to hear from the guys with steady performance what geforce rtx drivers you are using.
Same here, searching for optimal settings I lowered some values and got half fps. Tested many values and the fps were really random. With the same settings (medium + grass to off) I was getting from 15 to 60 fps. Sometimes exting the game I got back good fps, other not.
I have to test againg in a more rigorous way, but a lor of wasted time.
 
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VR horrble
I recently tried in my Meta Q3, and it was neither exceptionally good nor bad. It was slightly better than before. However, they need to work more and reduce the number of marketing regret videos on YouTube. Kunos, you have the potential to be better than this! *AMD Ryzen 7, RTX 4060, 32Gb RAM, Virtual Desktop
 
Great update, thank you Kunos.
Better performance in VR, actually running very well now for me.(RTX 4070 ti Super)
Much improved career mode and open mode. I think this solution is a keeper.
The 3.6 is a dream to drive.
Found the toggle for the HUD, as , for me, moving the HUD out of the way with the mouse, as I have done countless time in 0.1.6, crash the game now.
Overall 2.0 is a giant step forward.
Far from 2.0.
 
Laptop, mixed results. I just checked replay of a single lap. 2 tracks same or bit worse, once saw a tiny improvement. I only looking at min/ max replay framerates. When driving, fps appeared same as prev build.

Nice cars, and Donny performed ok. I was kind of expecting more. No crashing on my laptops, one W11, one W10. Hopefully another patch will land with more enhanced results. I only ran hot laps alone. Still huge swings from min to max framerates for little to no reason. Brands Hatch min was 112fps, max 220. Early days yet, hopefully way more performance to find.
 
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I got stutters with 4090 and 9800x3d even on very low settings and mirrors off! So its unplayable for me!
Sorry to read that, I had stutter in 0.1.6, but now it is gone. I run with the dynamic mirrors.
How can u run smoothly?
Maybe my OpnXR toolkit settings are better optimized? Honestly I am puzzle how it seems fine for some and for others all hell breaks loose.
Maybe you would find my experience unplayable?
For me, at this point, both on the G2 and the Rift, I have stable FPS with a good graphic, so I am enjoying what ACE offers at this point.
It will get better, as I fine tune the in game settings and also as Kunos improve, as they undoubtedly will, as we get to more developed states.
But for me, as I wrote, Kunos delivered a substantial improvement to my ACE VR experience and I am grateful.
 
Same here, searching for optimal settings I lowered some values and got half fps. Tested many values and the fps were really random. With the same settings (medium + grass to off) I was getting from 15 to 60 fps. Sometimes exting the game I got back good fps, other not.
I have to test againg in a more rigorous way, but a lor of wasted time.
At least for some players there is a steady improvement. I get that optimizing the new engine for all pc hw combinations is a nightmare as Stefano mentoned. Lets dedicate some time to testing and finding the cause of inconsistencies. This way we can contribute to the improvement.
 
well my first hour was a good one, S2000 at Brands Indy, 1080p high settings, practised first and FPS lowest was in the 80's and highest 110+ mostly in the high 90's though. Did a quick race vs 19 Ai and didn't lose that much FPS at all. Looked and felt really good IMO. Nothing ground breaking though, although was nice to see the car in the mirrors!!
 
Gave it one more go and got about 5 VR laps of Donington in a Lambo before it started stuttering more and more lap by lap. I quit to change cars but it just froze and crashed and I went out for the evening instead.

The main negative I've got when it is running is the FFB doesn't feel like much at all. I most obvious effect is understeer and that needs to be of the oh no I've really messed up sort. Maybe it's really time to get a direct drive and retire then t300?
 

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