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

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

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

Alpine A110, BH.jpg

Alpine A110, Brands Hatch in the rain

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

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

Version 0.1.4. is now live. This includes:​


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

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

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

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

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


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

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

MX5 Cup Interior.jpg

MX-5 ND Cup, Laguna Seca

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

Comments

Unfortunately, judging from the path names in the many error message strings contained in the game executable it seems like they use version 3.11.4, which is about five years old today.
Kunos way to go about things in a nutshell :roflmao:

Releasing a game, even though in early access, so dependant on online servers without first testing them is another form of art in and by itself.
 
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On my end, VR has really improved. I've gone from something barely playable, with terrible flickering, a home screen full of visual artifacts, etc., to a much cleaner VR experience. The home screen is now stable, even though it still flickers a little... Once in-game, I can add one or two graphical effects without a noticeable drop in framerate. In short, where I used to spend a good 20 minutes before switching to AMS2 (wow, what a difference! ;-) ) or RF2 (magnificent compared to ACE's VR! But I love the physics! I think it's the future of sim racing, it's advancing really quickly, they've done a great job in just a few days, I hope the same will be true for triple screens), well, after 20 minutes I used to stop because my eyes hurt, but now I've done several races and could have kept going, it's so pleasant to feel the car so well.
 
Premium
I don't want to be rude, but are you serious? :O_o:
I was going to jump on @RasmusP for this one as well, but then I took a step back and thought about it for a minute, and he's probably not wrong for a general game/graphics engine that's accessible to everybody.

Yeah, custom in-house graphics engines are likely to be far more optimised and efficient, such as Codemaster's Ego engine as they're generally directed towards one type of game.

However as a general game engine goes UE4 is probably more efficient and optimised for a given quality of graphics when compared to Unity which is the main competitor, although there's going to be a bit of to and fro between the two.

So he's not really wrong.
 
If you have any issues with the VR information panel display, such as it being too close, too far, too far to the left or right, you can adjust the distance using the arrow keys on your keyboard as soon as you enter the game. In the Camera settings, you can create a keyboard shortcut to recenter the VR. Enjoy!
 
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As someone who has followed the development and marketing of Assetto Corsa EVO, I must express my disappointment at the current situation. For a year, Kunos painted a vivid picture of a revolutionary racing simulation experience, but the early access release falls markedly short of these grand promises. While early access can be a valuable development model when used transparently, this feels more like a case of leveraging built-up hype to sell an incomplete product. The disparity between the ambitious marketing campaign and the actual state of the game raises concerns about whether this approach respects the trust of the racing sim community. Early access should be a pathway to polish and enhance a solid foundation, not a means to finish core features that were presented as complete in pre-release materials.
Can't argue with any of that.
While I'm enjoying it for what it is and have total confidence it will eventually turn out to be a gem, the launch has been less than stellar.
 
@Slapped @RasmusP
I have been in the general gaming space for a long time, and I have come across very few well optimized UE4 & 5 games. I am not a coder, so I approach this issue from a consumer perspective. I have been watching lots of technical game analyses apart from my tinkering and experiencing games first hand - UE is notorious for being much heavier than the end graphical result shows, not to mention poor image quality on lower resolutions (ACC, Rennsport, EA WRC included). While the general gaming optimization nowadays is using upscaling, I had to supersample and downscale those sims to get reasonably sharp image at 1080p, while native 1440p also isn't that great. Apart from image quality, and shader compilation stutter that plagued almost all UE titles until Digital Foundry kept pointing out the problem (many older games are still not fixed), we have traversal stutter in larger scale games that no hardware can fix. Oh and almost forgot ghosting.

I understand UE is probably the best and easiest to work with "jack of all trades" game engine, but it is everything but optimized, and optimizing it takes a lot of effort (even AAA studios fail at it more often than not). I really welcome proprietary engines, they have much more potential, even if we are seeing issues in early access. Seeing MSAA in ACE and getting sharp graphics is something that I am really happy about - and that wouldn't be the case with UE.

And to give acknowledgements, ACC is one of the best optimized UE titles I have experienced, although it still has issues that are bound to UE generally.
 
I'm not talking about frame generation.
But your head probably can't handle that either.
Sorry, couldn't resist :D

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


What's the point of fake images if they increase reaction time due to lag. But ride fake fps, your choice.
I don't care, I'm not planning on buying this crap.
 
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Premium
What's the point of fake images if they increase reaction time due to lag. But ride fake fps, your choice.
He's not talking about DLSS frame generation, He's talking about DLSS super resolution which is the "single frame" resolution upscaling tech.

I really wish people would educate themselves before they blow their load.
 
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@Slapped @RasmusP
I have been in the general gaming space for a long time, and I have come across very few well optimized UE4 & 5 games. I am not a coder, so I approach this issue from a consumer perspective. I have been watching lots of technical game analyses apart from my tinkering and experiencing games first hand - UE is notorious for being much heavier than the end graphical result shows, not to mention poor image quality on lower resolutions (ACC, Rennsport, EA WRC included). While the general gaming optimization nowadays is using upscaling, I had to supersample and downscale those sims to get reasonably sharp image at 1080p, while native 1440p also isn't that great. Apart from image quality, and shader compilation stutter that plagued almost all UE titles until Digital Foundry kept pointing out the problem (many older games are still not fixed), we have traversal stutter in larger scale games that no hardware can fix. Oh and almost forgot ghosting.

I understand UE is probably the best and easiest to work with "jack of all trades" game engine, but it is everything but optimized, and optimizing it takes a lot of effort (even AAA studios fail at it more often than not). I really welcome proprietary engines, they have much more potential, even if we are seeing issues in early access. Seeing MSAA in ACE and getting sharp graphics is something that I am really happy about - and that wouldn't be the case with UE.

And to give acknowledgements, ACC is one of the best optimized UE titles I have experienced, although it still has issues that are bound to UE generally.
One thing to clarify. People very often identify blurred image (not talking about upscalers or TAA, talking when they're off) with UE. It's true that this is mostly prominent with UE games, but the real culprit is deferred rendering. Some games not using UE have exactly the same issue (Cyberpunk 2077 for instance).

And surprise surprise, UE (at least 4, not sure about 5) can be set to use a forward renderer. Although for some reason though I've never seen a UE4 game that uses that. Probably harder to achieve "nice" graphics with it. But it is possible. It's not a simple switch on an already developed game as shaders for instance would have to be mostly rewritten, but it is there. It's not something inherently baked into UE4 and only this engine.
 
What's the point of fake images if they increase reaction time due to lag. But ride fake fps, your choice.
I don't care, I'm not planning on buying this crap.

You don't have to buy "this crap"! DLSS is for free if you own a nvidia RTX card. 😉
(If you are team red DLSS is called FSR, for free as well)
 
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For my RX6800XT/Quest 2
4K native improvement - check
4K FSR improvement - check
VR improvement - no cigar

For my 1650Ti laptop
Flatscreen 720p still runs 16-20 FPS - not good
And miserable compared to AC1: 4K FSR HDMI 2.1 attached to my 4K TV where I turn up graphics and CSP values and still able to run the game 60Hz/FPS sync'ed.
And remarkable VR perfkrnance, just WiFi6+ Virtual Desktop and SteamVR.
 
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Is there any news on developer tools? I can't find information about that, but ready to bring new tracks as soon as Kunos release some tools! It will be a disappointment if EVO makes the same mistake ACC did (no mods).
 
Premium
Is there any news on developer tools? I can't find information about that, but ready to bring new tracks as soon as Kunos release some tools! It will be a disappointment if EVO makes the same mistake ACC did (no mods).
They stated when the basegame is finished, at 1.0. They will release some tools.
Useless now to make a mod that might not work anymore next week.
 
They stated when the basegame is finished, at 1.0. They will release some tools.
Useless now to make a mod that might not work anymore next week.
Stable tools are a priority for internal development also, so it's the same for Kunos developers in that sense.
 
I had a slight improvement in VR. Nothing to write home about but gave me some extra headroom. Still have to use Virtual Desktop at Ultra as opposed to my normal Godlike. This is with 11900k/4090 and Quest 3. Didn't bother checking with AI as the AI is basically pointless at this stage.
 
What's the point of fake images if they increase reaction time due to lag. But ride fake fps, your choice.
I don't care, I'm not planning on buying this crap.
Ah, so your head really couldn't handle my reply, lol.
I was just playing along your set-up to make a joke, but your second reply shows that it was serious.
@Slapped @RasmusP
I have been in the general gaming space for a long time, and I have come across very few well optimized UE4 & 5 games. I am not a coder, so I approach this issue from a consumer perspective. I have been watching lots of technical game analyses apart from my tinkering and experiencing games first hand - UE is notorious for being much heavier than the end graphical result shows, not to mention poor image quality on lower resolutions (ACC, Rennsport, EA WRC included). While the general gaming optimization nowadays is using upscaling, I had to supersample and downscale those sims to get reasonably sharp image at 1080p, while native 1440p also isn't that great. Apart from image quality, and shader compilation stutter that plagued almost all UE titles until Digital Foundry kept pointing out the problem (many older games are still not fixed), we have traversal stutter in larger scale games that no hardware can fix. Oh and almost forgot ghosting.

I understand UE is probably the best and easiest to work with "jack of all trades" game engine, but it is everything but optimized, and optimizing it takes a lot of effort (even AAA studios fail at it more often than not). I really welcome proprietary engines, they have much more potential, even if we are seeing issues in early access. Seeing MSAA in ACE and getting sharp graphics is something that I am really happy about - and that wouldn't be the case with UE.

And to give acknowledgements, ACC is one of the best optimized UE titles I have experienced, although it still has issues that are bound to UE generally.
Appreciate your reply!
I guess I should change my words from "optimized" to "getting you running without major bugs" next time.

I agree on the image quality issues of UE and yeah, high fps isn't really a thing for UE titles. It definitely wouldn't be my choice for racing. No idea why studios decide to use it..
But for an RPG at 30/60 fps, it's quite a smooth process with streamlined development and no game breaking bugs. As far as I know at least.
Gonna be interesting what Witcher 4 will be, although it's using UE5, so not exactly the same thing.
 
So is DLSS working in VR, I couldn’t select it. I upgraded ACC with new transformer model its very good. Would be great to try it on AC Evo in VR
 
i run 1080p triples. This new build improved frame rate from 35 to 50 FPS. Still subpar compared to 200 FPS I get on iRacing with similar graphics settings.
 
Premium
Yeah just tested my set format ( same car, track, vary conditions) and settings the AI are absolutely forgettable they do absolutely nothing different. 34th to 13th in a sector lol
Of course I can tell this is one area they have not bothered working on yet.
I like the way they approach it.
Like they haven't even added sector timing as yet, just shows they have a method to me.
As far as fps I getting same rock solid 100fps I had from beginning with small dip at start in rain hail or shine. No surprise there considering it's capped. Latency wise feels no worse then others.

 
What's the point of fake images if they increase reaction time due to lag. But ride fake fps, your choice.
I don't care, I'm not planning on buying this crap.
For now... With the 5000 series Nvidia already managed to reduce the lag by a huge margin.
 

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