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

Premium
For me running an old 2080ti this update is night and day for me… I can actually do a lap without it being a stuttering ffb on off on off crash stutter fest… it’s actually usable now and does look really good as the medium/ high grsohics settings.

Very pleased indeed with this update… I was beginning to think that it would never work for me…
 
OverTake
Premium
I was pleasantly surprised at how much more "stable" VR is after the update, less stuttering and way fewer dropped frames in the PSVR2. There is a definite and noticeable drop in frame time (good thing), but it's still above you'd need to get a stable 120hz without reprojection.
For sure a step in the right direction, and AC EVO's graphics are on par or better than most anything currently out there even at low settings, imho of course. But yeah, your mileages will vary, VR performance can be wildy different from one user to the next. :)
 
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
Valve index, 4080 and 5700x3d... unplayable
 
Having just had a quick go, I'd say that dlss is actually working now had it set to dlss+dlaa and I've gained around 70fps on the previous update with the same amount of cars on track.

That being said they've somehow managed to make the ai even worse than they already were. Racing the Alfa Giulia Sprint they wobble around like a comedy jelly.
 
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I have an normal 3070 and a ryzen 7 5800x and i am able to do hotlaps at 130fps on a 1440p screen on high settings. Am i the only one who is happy about the performance? 🫠😅. i really like the game for what it is worth untill now with the E.A. in mind. I can live with the fact that this game needs time based on its potential. Cant wait for more content and multiplayer / free roam. Also because i saw Spa on the roadmap for next release. I am pretty sure it will suit driving with some Formula style car from 2004 pretty well 😄
 
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I have an normal 3070 and a ryzen 7 5800x and i am able to do hotlaps at 130fps on a 1440p screen on high settings. Am i the only one who is happy about the performance? 🫠😅. i really like the game for what it is worth untill now with the E.A. in mind. I can live with the fact that this game needs time based on its potential. Cant wait for more content and multiplayer / free roam. Also because i saw Spa on the roadmap for next release. I am pretty sure it will suit driving with some Formula style car from 2004 pretty well 😄
Ive got a 3070 aswell and have been getting a consistent 160fps so performance wise im happy its just other things that are now an issue.
20250508002340_1.jpg
 
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I did tonight it's not bad it will have decent support for controller in the future with it going to console
thanks, I have a Logitech g920, but I travel around a lot so I want to know if its just easy to pick up and play
 
Considering I got a GTX 980, I get now better framerate with 19 AI cars using Medium settings. With the v0.1 I was struggling with superlow FPS even at Ultra Low graphics settings.

Hopefully Kunos will keep improving the performances, because no matter if my GPU is ultra old, I can still run with 60fps solid other racing games with high settings (ACC for example).

I also hope they will focus on AI, because now it's quite dull. I see now it's set on "safe", so they will unlock other settings for the AI later on.
 
Very happy with this update.
There's already noticeable improvements with AI, and expecting to see more with time.
Optimization is still weird......Could barely manage 60fps in a quick race at COTA but got 110fps at Imola with the same settings and # of opponents, but I know this will also improve with time.
But man, the physics are something else. The suspension, the body roll, etc...I think Kunos is really nailing this aspect of the game, so kudos to them on what's been a bumpy release but excited for the future.
 
Premium
So yesterday 16:00 CET downloading ACE again after not having played it for 'months' (because of some buzzing sound in my steering wheel, NO FFB at all and it just felt very very WIP to me)

I had to 'register' again(???) Already the first curse words were spoken loudly lol.
Then another great thing to do:
(KEY) Bindings; my favourite hobby in simracing!

To make a long story short I got it all done, but starting with a FIAT? Where is my S2000 gone??

After I got all my favourite new cars I went to Donington GP.

In AC Brands always was and is my go-to track (among Oulton, Nurb GP and Silverstone Int) but Brands got me a bit traumatized thinking of the former ACE builds ;-)

Donington:Very fresh and open, trying the 964 Turbo.
WOW, FFB again and no buzzing! And that old flat Beetle understeery and oversteery (in 2nd mostly) on command or whenever it feels a bit like it(exaggerating, it feels just fine for an older 911 , having driven a few 964 myself irl including a 964RS in the rain....)

Then the tiny Giulia Sprint GTA , one of my fav (modded) cars in AC....
And man what a sound and feel, and so slidable easily on throttle , great little car

Next one is the NSX-R, a legend. And it's probably my to-go car in ACE at the moment: Sound/Power and handling, I just felt like Ayrton for a moment.....

Now the real deal: Maserati GT2 which I already know in ACC.
But this one with all TC off is just managable seat-of-the-pants, so much better than the one (and any car IMHO) in ACC.

So there you have it: I'm born again, still loving AC , but this 'grandchild' does have a great future in terms of driveability/FFB/physics, some say it's another AC. That's a compliment isn't it for both?

I have to say the 296 still revs its engine (sound and rev needle) weirdly and/but I'm now going to try the Lambo Huracan with a nice cup of coffee.

QUESTION: IF there is a way to make good screenshots, what is it?

Thanks.

Cheers
Robin
 
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I got much higher fps with latest update. Graphics are very smooth now... In the menu screen... Few days ago i joked about we're going to need a rtx 5090 or something to run it "meh" but, man... It was a joke kunos, ok?! We are mere mortals, with limited resources.
 
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I'm really enjoying it! It looks absolutley amazing! running on triple 4k. Without dlss I was getting a high around 120 and low around 87...with medium to high settings ..with dlss on ultra quality around 97 fps..replays around 110, mind you that is with a ryzen 7 9800x3d and a 5090. I'm really liking where this sim is going..i think its going to be a great sim eventually. the physics feel very good...sound is much improved ..alot done in this short time since last update..i'm guessing with low or mid systems its not that stellar looking...i think give it time...look at ams2 when it first came out ..buggy terrible mess ..and look at it now. I think kunos is going to have a very good driving sim down the road..so to speak :)
 

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Premium
Reading through the comments on performance here it shows what the development team are up against. You have a huge range in the amount of PC horsepower being used and everything from a single 1440p screen to triples and VR. Each user will have different expectations based on previous Sims and the amount they have invested in their setup. It's probably going to take a while for Kunos to fully optimise across all of that, but I can imagine they will target a hardware level most commonly used based on existing data. So you might not get the most out of higher end kit for a while as it's got a smaller user base. It doesn't always immediately track that big gains for lower end hardware are replicated higher up the stack, where expectations are usually a lot higher.
 
my triples are now running buttery smooth on all settings maxxed out using DLAA its a different game for me now, good update!
 
Reading through the comments on performance here it shows what the development team are up against. You have a huge range in the amount of PC horsepower being used and everything from a single 1440p screen to triples and VR. Each user will have different expectations based on previous Sims and the amount they have invested in their setup. It's probably going to take a while for Kunos to fully optimise across all of that, but I can imagine they will target a hardware level most commonly used based on existing data. So you might not get the most out of higher end kit for a while as it's got a smaller user base. It doesn't always immediately track that big gains for lower end hardware are replicated higher up the stack, where expectations are usually a lot higher.
Yep, if you read some comments it's "worst update eva" or "Kunos ate my babies". Others have liked it a lot. Personally, it runs much better for me now on flatscreen and looks pretty decent. I'd say it has potential for sure to be something I will play a lot next year.
 
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OverTake
Premium
Has anyone got DLSS working in VR? I have some warping in the right eye only.
- PSVR2
 
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