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

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.
well to be fair the only thing that is not working currently is the online feature which kunos outsourced so they could work on the game. likely we're not gonna get any serious updates until that is sorted
 
I'm not so much concerned about the graphics, they will optimize it for sure, but what I'm worried about is the physics or the car and tire model and of course the FFB. In general it all feels so arcadish, its more like driving NFS series, then Assetto Corsa. Seems like there is no clear feedback from the car, tires an ffb of the base. And I set my base Fanatec v2.5 properly, to eliminate any slug or unwanted damping, to get the most effects out of it.

I can compare ACE to LMU which is the one to beat in that regard at this moment in time, but so far it doesn't come even close. I hope Kunos works on these very important features seriously and intensively. Because This is the core of the game, and AC (and netKar Pro) franchise is/was well known by realism, which I can't say its true for the ACE yet.
its not you or your wheel its the game unfortunately. turned all of the dampers off still feels pretty dead on my csl dd. i really wished they allowed the ffb to be like ac1 then you can add damper if its too much
 
well to be fair the only thing that is not working currently is the online feature which kunos outsourced so they could work on the game. likely we're not gonna get any serious updates until that is sorted
Yeah, but that one feature gates Car Rent, Car Purchase, XP, Rank, Rewards, Driver Profile, Driving Licenses and Driving Academy. Quoting from the roadmap - which stated these for 0.1 even on the day of release, on the intro screen. That's why it's such a big disappointment, because of very poor communication. Everyone knows EA isn't a finished product, people just reasonably want devs to be straightforward about what works and what not. (And when it can really work - not like 'early next week', failing that, and then silence.)
 
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I have a gtx 1060 6gb, 4790k and 16gb DDR3 RAM :roflmao:
It runs everything I want to play, AMS1, rF2 and AC, the former even in VR without much trouble. But to play AC Evo, and crucially, for it to look better than those games, I'd have to spend a grand at least on a new PC. Will AC Evo be worth that to me personally, as someone who pretty much exclusively runs historic F1 seasons, which with 'curated' mods will be out of bounds? Probably not.
At this point it doesnt look any better than any of those in vr so dont bother.
 
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MAYBE (if nothing helps) deleting the (make a copy first) ''input_devices'' file in C: Users / documents/ACE folder will help, start game and set the controllers up again

Thanks, I'll give that a try...

Cheers
Robin
 
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.

Easy.. with Forward Rendering a ton of stuff (ie. reflections) that make Unreal Engine "Unreal Engine" are not available. It's a mode designed for mobile and VR games.

The biggest problem with modern engines is how much artificial smoothing they need. A lot of the effects and reflections (with and without raytracing) are so imperfect and heavy to compute that they are done at lower resolutions resulting in a very noisy image.
There's a youtube channel called "Threat Interactive" uploading interesting videos (minus the very punchable face of the guy :D ) about UE and engines in general showing often how much additional smoothing UE requires to "clean" up the image.

IMO we're fully in a transition period where we can get a glimples of what's coming but that still requires a lot of compromises. Exciting times nevertheless.
 
Easy.. with Forward Rendering a ton of stuff (ie. reflections) that make Unreal Engine "Unreal Engine" are not available. It's a mode designed for mobile and VR games.

The biggest problem with modern engines is how much artificial smoothing they need. A lot of the effects and reflections (with and without raytracing) are so imperfect and heavy to compute that they are done at lower resolutions resulting in a very noisy image.
There's a youtube channel called "Threat Interactive" uploading interesting videos (minus the very punchable face of the guy :D ) about UE and engines in general showing often how much additional smoothing UE requires to "clean" up the image.

IMO we're fully in a transition period where we can get a glimples of what's coming but that still requires a lot of compromises. Exciting times nevertheless.
Since we have the man here, may I ask how much "bloat" you guys had to remove from UE for ACC? I remember in a Threat Interactive video (+1 shout out) where he showed that a large part of the engine is designed to be dynamic resulting a more complex rendering framework by default, since it's mainly made for Fortnite which is a very dynamic sandbox.
 
Since we have the man here, may I ask how much "bloat" you guys had to remove from UE for ACC?
Codewise a bit but not a lot.

Applying heavy code customizations to UE is not a smart way to go unless you have a team of hundreds of devs ready to maintain those modifications (and, at that point, I'd rather have a custom engine tbh). The entire point of using a 3rd party engine is that you work on your game while Epic works on improving the engine. Every customization will make upgrading to a new engine version much harder or even impossible negating one of the main advantages in using something like Unreal... plus we are talking about a multimillion lines of code beast, the amount of work needed to confidently change something is silly big... again, at that point it's better to go with a custom engine, which is what Kunos did eventually.
 
Premium
Codewise a bit but not a lot.

Applying heavy code customizations to UE is not a smart way to go unless you have a team of hundreds of devs ready to maintain those modifications (and, at that point, I'd rather have a custom engine tbh). The entire point of using a 3rd party engine is that you work on your game while Epic works on improving the engine. Every customization will make upgrading to a new engine version much harder or even impossible negating one of the main advantages in using something like Unreal... plus we are talking about a multimillion lines of code beast, the amount of work needed to confidently change something is silly big... again, at that point it's better to go with a custom engine, which is what Kunos did eventually.
Another "while you're here" question.

UE doesn't have a the best reputation amongst the sim racing community, with many stating that it's not really the optimal engine with which to develop sim racing titles.

A lot of this perception I think came from the early days of ACC where it did have issues and seemed somewhat unoptimised, and now this perception seems to be being re-enforced with the poor performance of EA WRC - also based on UE.

So the question is was there ever a point during the development of ACC where the dev team thought UE was not the way they should have gone, but were too far down the rabbit hole in terms of time and money to be able to change?
 
I have a gtx 1060 6gb, 4790k and 16gb DDR3 RAM :roflmao:
It runs everything I want to play, AMS1, rF2 and AC, the former even in VR without much trouble. But to play AC Evo, and crucially, for it to look better than those games, I'd have to spend a grand at least on a new PC. Will AC Evo be worth that to me personally, as someone who pretty much exclusively runs historic F1 seasons, which with 'curated' mods will be out of bounds? Probably not.
Well, a grand maybe is too much. With less than 200 bucks you could upgrade from the 1060 to the 1080 ti with 11gb and that gpu will definitely last longer and perform better, for a fraction of the price of the newer ones.
 
Well, a grand maybe is too much. With less than 200 bucks you could upgrade from the 1060 to the 1080 ti with 11gb and that gpu will definitely last longer and perform better, for a fraction of the price of the newer ones.

Thanks for the suggestion! I'd need a better PSU in the event of a 1080ti, then there's the RAM, and I guess I'd need an SSD instead of HDD. I guess the CPU would bottleneck, and so I'd need a newer motherboard too, the 4790k is the end of the line for mine :roflmao:
 
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Thanks for the suggestion! I'd need a better PSU in the event of a 1080ti, then there's the RAM, and I guess I'd need an SSD instead of HDD. I guess the CPU would bottleneck, and so I'd need a newer motherboard too, the 4790k is the end of the line for mine :roflmao:
I know, the snowball effect generated by the GPU change would be massive, probably with 500 euros you could upgrade almost everything. Don't underestimate that 1080Ti tho, it performs better than a 3060 with 12gb of VRAM and it's still one of the best value/performance GPU out there. Jump to 16gb of VRAM is still a costly upgrade and you won't get a sufficient FPS increase to justify the price difference compared to an 11/12 gb card. It won't last forever - considering the rising spec requirements of the latest games with the latest tech - but you'll probably be good for the next 1.5/2 years.

By the way, thanks Giuseppe for that beautiful Napoli 1930s track, I'm from Napoli myself and you made me smile with nostalgia looking at those beautiful sceneries :) (I've moved abroad several years ago).
 
Tried DLSS 4 yesterday on a big flat screen in VR and the visuals and fps were really good. Used the manual nvidia profile inspector method, not the DLSS swapper. Very easy and highly recommended for RTX users. Performance mode looks better than the quality mode with DLSS 3. Crazy!
Unfortunately DLSS is not implemented for stereoscopic VR. Hopefully it will be added in the future because the results are amazing. It also works with ACC and it's a great improvement. 😀
 
I know, the snowball effect generated by the GPU change would be massive, probably with 500 euros you could upgrade almost everything. Don't underestimate that 1080Ti tho, it performs better than a 3060 with 12gb of VRAM and it's still one of the best value/performance GPU out there. Jump to 16gb of VRAM is still a costly upgrade and you won't get a sufficient FPS increase to justify the price difference compared to an 11/12 gb card. It won't last forever - considering the rising spec requirements of the latest games with the latest tech - but you'll probably be good for the next 1.5/2 years.

By the way, thanks Giuseppe for that beautiful Napoli 1930s track, I'm from Napoli myself and you made me smile with nostalgia looking at those beautiful sceneries :) (I've moved abroad several years ago).

Thanks for the advice, let's see if AC Evo develops to the point that tempts me to save up for that upgrade 🤔

You're very welcome, I'm delighted that you like it! It is a beautiful place for a race 🥰
 
[X] I pay to track the progress of a product and I even enjoy it.
[_] Crybaby
 
So the question is was there ever a point during the development of ACC where the dev team thought UE was not the way they should have gone, but were too far down the rabbit hole in terms of time and money to be able to change?
Not really.

UE gave us the ability to release a complete new game with the graphics feature set we wanted in a very short time compared to the development of a new tech.. as seen with the time (and thus budget) needed to develop EVO.
Of course there was frustration during development but honestly, there's always frustration when doing something that is pushing some limit but most of it was due to how slow the iteration process was for programmers but the image quality always made it worth it.

UE suffers from being overly generic, because they have to... it's an engine that is not built to create a single game but as much of a diverse type of game as possible and it's very good at that, possibly the best on the market right now but it's also very demanding, especially for games such as racing sim used to very high framerates.
 
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Premium
Not really.

UE gave us the ability to release a complete new game with the graphics feature set we wanted in a very short time compared to the development of a new tech.. as seen with the time (and thus budget) needed to develop EVO.
Of course there was frustration during development but honestly, there's always frustration when doing something that is pushing some limit but most of it was due to how slow the iteration process was for programmers but the image quality always made it worth it.

UE suffers from being overly generic, because they have to... it's an engine that is not built to create a single game but as much of a diverse type of game as possible and it's very good at that, possibly the best on the market right now but it's also very demanding, especially for games such as racing sim used to very high framerates.
Hmmm, interesting, no, more than that... Educating :thumbsup:
 

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