Assetto Corsa 2 Will be Called "Assetto Corsa Evo", Coming 2024

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I don't think it's the most correct thing to say here but it seems that some people by modifying a few lines of text in some .js files have been able to unlock everything that blocks the internet connection from the servers and more additional menus by activating the developer mode...
 
0.1.3 live

-fixed Settings-Controls UI page issue preventing correct visualization for bound controls icons

- added axis visualization into the Settings-Controls UI page

- Car customization is now enabled in offline mode (thumbnails remain in original colors). This allows users to customize their cars for showroom visualization and single player game modes

- Car customizations are currently reset when quitting the game. Full online mode for all will be enabled very soon.


The team is now focusing on additional fixes and the introduction of online mode and its related features.

Thank you for your participation in the Early Access Program
 
0.1.3 live

-fixed Settings-Controls UI page issue preventing correct visualization for bound controls icons

- added axis visualization into the Settings-Controls UI page

- Car customization is now enabled in offline mode (thumbnails remain in original colors). This allows users to customize their cars for showroom visualization and single player game modes

- Car customizations are currently reset when quitting the game. Full online mode for all will be enabled very soon.


The team is now focusing on additional fixes and the introduction of online mode and its related features.

Thank you for your participation in the Early Access Program
Can't fault them for the speed of hot-fixes
 
So they have seen that there have been people who have unlocked it and have shared authentic abominations on the Discord server so at least they have decided to release It for everyone so that more people can use it.

I hope the car configurator remains in the final version for the offline mode to have It like a sandbox mode.
 
I found an easter egg
20250120171317_1.jpg
 
I forgot how broken Steam downloads are with their throttling garbage, or whatever algorithm they use :lol: But, rest assured these guys at Kunos are hard at work. I wonder what the guys at PD are doing :P


EDIT: Well, their new update has made VR run a lot worse/slower and even after I set my play area in the PSVR2 app, it thinks I'm sitting backwards. I was staring into the back of the seat when I loaded up a practice session (using my TV). Another time it did load me up facing forward, but there was so much lag I had to quit as I was getting queasy. I've raced for HOURS in VR in GT7 plus some testing here and it was never that bad in v0.1.2. I think I just may wait for the console release as I've wasted waaay too much time trying to get it all working.


Jerome
 
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We are starting a mass test for the backend, aiming at a release in the next days.

If you want to help, just play the game on this Steam branch, preferably play Special Events and try the driving academy

-------------------------------------------
Restart your Steam client
Go onto Assetto Corsa EVO in your steam game library, and right click on it
Select Properties
Navigate to the Beta section
insert password: EJzSbn5acGWCOv1SnUV9
you will be prompted to branch release-latest-backend

Play the game however you would normally. The intentions are to test backend capabilities after several fixes, find a breaking point and prepare mass release.

NOTE: AT SOME POINT THIS EVENING WE WILL TURN IT OFF AGAIN, THIS IS PURELY FOR TESTING PURPOSES WITH THE HOPES OF BRINGING IT TO LIVE ASAP.
 
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We are starting a mass test for the backend, aiming at a release in the next days.

If you want to help, just play the game on this Steam branch, preferably play Special Events and try the driving academy

-------------------------------------------
Restart your Steam client
Go onto Assetto Corsa EVO in your steam game library, and right click on it
Select Properties
Navigate to the Beta section
insert password: EJzSbn5acGWCOv1SnUV9
you will be prompted to branch release-latest-backend

Play the game however you would normally. The intentions are to test backend capabilities after several fixes, find a breaking point and prepare mass release.

NOTE: AT SOME POINT THIS EVENING WE WILL TURN IT OFF AGAIN, THIS IS PURELY FOR TESTING PURPOSES WITH THE HOPES OF BRINGING IT TO LIVE ASAP.
I feel like I should do this so they can see that my VR is backwards :lol:


Jerome
 
With CSP, Extended Physics and people that employ those new features with a wonderful understanding, they do have the ability to completely change the physics. For the most part. It's just odd that you are calling something unrealistic that countless other people have been calling realistic since 2013. These include real drivers. I can agree that the tire model is aging a bit and outside of just driving the cars, we could get into the stagnant tracks or simplistic not so very intelligent artificials, but AC has been far renowned for what it does and doesn't do well. Physics and FFB are pretty top of the list.
I like the less grippy stuff too. There's full F1 seasons that are made that feel great. ASR 1990? I get the feeling you're not on PC though.
I mainly played the PC version right from the start such as the Technology Preview, RC and full release. I do have it on PlayStation but only briefly played it on that. Also got ACC at early access stage, same for EVO.
Yep they do, as @Beezer215 described, CSP allows this to be done.

How is it 'so unrealistic', you've said it's wrong a few times now, but you've not been specific about what is actually wrong.

Excellent, what did you have a go with.

Plenty of processing power around to simulate the majority of reality, but out of interest, as a percentage where you would rate each of the sims you've tried in terms of accuracy.

Not accurate at all...

"So, when that occurred, there were some differences between what our simulator was showing and how the car reacted on track. We didn’t go to great details to model that in the simulator because we wanted to avoid it."

...quite a difference between not fully modelling it and needing to upgrade sim tools for it to occur. It's not even a new phenomenon, engineers have been aware of it for decades, it's just not been a factor without ground-effects running.

That is extending the car mod with more parameters, not rewriting the core physics in the game so will face the fundamental issues in the game. As far as I know, they don't have the source code and are not creating a new version of the game. Gave it a brief go and seemed beyond adding like a bottoming feeling, it had the same unrealistic car handling as normal Assetto Corsa, even felt significantly worse in one of the mods I tried.

It is the way the cars behave on the limit. You can fully send it in corners without much consequence. You can literally throw the car in, shift aggressively, hit inside kerb, lift off and floor it while still holding steering into corner and the car will still remain very stable like weight transfer doesn't exist. The braking feels off, it brakes quickly without much effort on or off-track and if you lock-up, you can regain steering really quickly while keeping lock on. Where you expect great mechanical grip like on acceleration, you get unnecessary snaps. Any small thing that makes the car jump almost acts like you hit a landmine when in reality, the car would likely handle it well. Like I said before, it has too little grip when in reality there would be more grip and substantially more grip when there shouldn't be any which takes away the fun of driving on the edge of your seat.

You can see some examples of what I mean in video below. I can post a video with AC Evo if you want too, it feels probably even worse to drive than even AC. It is disappointing that as they try and layer on more realism, it seems to be getting worse with every iteration, so unrealistic and I have seen others think the same on this. Ferrari Virtual Academy was so much more immersive, braking felt better, the way high-speed corners felt a challenge but it has just gone backwards since.



In terms of higher downforce cars, drove them in following order, JP-LM, "F3000", Formula Renault 2.0 and FW33.

These simulators are probably simulating less than 0.1% of reality. Can't imagine there ever being enough to simulate reality at such a fast processing rate. At the end of the day AC is still a great game for the price, something that can run emulated on a entry level smartphone so well optimised and you can pick-up for less than £3, it is phenomenal in a way. I think the actual physical hardware used to play these games nowadays can make any game get close to real steering and pedal weight which will be more useful for real-life training and AC main strength was always like they got like the steering behaviour of cars in the game kind of realistic, performance of the cars too and the laser scanned tracks are decent.

I think they really need to revamp AC EVO a lot fundamentally physics wise to be considered a serious simulator to take on likes of iRacing one day or even as a minimum, bring over more AC users.

 
Ya, I'm just going to disagree with this. AC on console isn't AC on PC. I have both (had). I also started out with AC on PS4. I'm going to go along with the hundreds upon hundreds of people who still think to this day, that 10+ year old AC is still one of the absolute standards in sim racing, even though yes, it does need CSP in order to keep up with what's available today. For those of us on PC, there isn't any secrets, you can see every piece of physics it's calculating through a multitude of telemetry apps and development tools.

I mean, I don't even know what wheel setup your using to take what any judgement you're expressing here is based on. Also, you must be using Content Manager and have CSP installed to compare to anything out today. Your video is of AC on console which isn't even relevant to the original AC on PC let alone AC with CSP. Original 10+ year old AC has some flaws. That's one of the main reasons why people made Content Manager, CSP and PURE in the first place.

Extended physics works by adding parameters to the core of the game and isn't something that just a car file modifies. An example is some of the rewritten suspension calculations and geometric modeling. The new tire model alone replaces the rigid, legacy, single-contact-point tire model with a multi-point contact patch (up to 5 points). This means tires interact realistically when partially on a kerb, grass, or wet surfaces. We now have LUA based physics scripts.

AC Evo feels great on a DD2 and Heusinkveld pedals. I'm going to continue to be patient and I have confidence that they will chip away at all these little rough edges. Revamp? That's a pretty wild request. It also isn't an opinion you hear much when people talk about AC Evo. Simulators simulating less than 0.1%? Come on now. It's OK to have an unpopular opinion though.
Personally, I don't want AC Evo to be anything like iRenting and what iRenting does or is doesn't have any bearing on whether or not I will like or dislike AC Evo.
Now I'm going to turn on FH6 and use a wheel with it because I'm having fun, and as far as I know, we're supposed to be having fun with all of this.
 
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Ya, I'm just going to disagree this. AC on console isn't AC on PC. I have both (had). I also started out with AC on PS4. I'm going to go along with the hundreds upon hundreds of people who still think to this day, that 10+ year old AC is still one of the absolute standards in sim racing, even though yes, it does need CSP in order to keep up with what's available today. For those of us on PC, there isn't any secrets, you can see every piece of physics it's calculating through a multitude of telemetry apps and development tools.

I mean, I don't even know what wheel setup your using to take what any judgement you're expressing here is based on. Also, you must be using Content Manager and have CSP installed to compare to anything out today. Your video is of AC on console which isn't even relevant to the original AC on PC let alone AC with CSP. Original 10+ year old AC has some flaws. That's one of the main reasons why people made Content Manager, CSP and PURE in the first place.

Extended physics works by adding parameters to the core of the game and isn't something that just a car file modifies. An example is some of the rewritten suspension calculations and geometric modeling. The new tire model alone replaces the rigid, legacy, single-contact-point tire model with a multi-point contact patch (up to 5 points). This means tires interact realistically when partially on a kerb, grass, or wet surfaces. We now have LUA based physics scripts.

AC Evo feels great on a DD2 and Heusinkveld pedals. I'm going to continue to be patient and I have confidence that they will chip away at all these little rough edges. Revamp? That's a pretty wild request. It also isn't an opinion you hear much when people talk about AC Evo. Simulators simulating less than 0.1%? Come on now. It's OK to have an unpopular opinion though.
Personally, I don't want AC Evo to be anything like iRenting and what iRenting does or is doesn't have any bearing on whether or not I will like or dislike AC Evo.
Now I'm going to turn on FH6 and use a wheel with it because I'm having fun, and as far as I know, we're supposed to be having fun with all of this.
Cannot agree with this ever more if I tried, infact I've devoted my entire-ass life to AC since I played it the first time back in 2018. Despite its current CSP bugs and flaws, alongside an almost entirely flawed toxic community, this driving simulator truly shines and blows my mind clean off whenever I find an excellently realistic and well optimized car in an equally realistic and optimized track, especially with my Thrustmaster T818 DD wheelbase which feels godlike to drive with for me.

I do hope one day that perhaps AC's source code can become open so we can overhaul the hell outta it with new real life logic for electric and hybrid vehicles, all bugs fixed, new features such as a deep customization system beyond exterior and interior like the majority of driving games have, dynamic events and behaviour in tracks respecting each organizing body's own set of rules, better AI like Sony's Sophy and tons of QOL as well. That's where we'll truly get the Assetto Corsa 2 we deserve and not that semi travesty that Kunos made called EVO.
 
Sure AC1 has its shortcomings and EVO handles the kerbs way better and the graphics are amazing... but how can you NOT notice how much more natural and realistic AC1 drives? Just load up EVO Nordschleife with Kunos AMG GT and then immediately do the same with AC1 Nordschleife and Kunos AMG GT. It's not even funny how much better AC1 still feels.

EVO cars' front ends feel completely lifeless whereas AC1 is still regarded as the best ever by many. Driving is super natural and responsive. Even Max Verstappen says AC1 is the best.

 
Sure AC1 has its shortcomings and EVO handles the kerbs way better and the graphics are amazing... but how can you NOT notice how much more natural and realistic AC1 drives? Just load up EVO Nordschleife with Kunos AMG GT and then immediately do the same with AC1 Nordschleife and Kunos AMG GT. It's not even funny how much better AC1 still feels.

EVO cars' front ends feel completely lifeless whereas AC1 is still regarded as the best ever by many. Driving is super natural and responsive. Even Max Verstappen says AC1 is the best.


In the video, Max compares assetto corsa 1 to ACC.
 
I mainly played the PC version right from the start such as the Technology Preview, RC and full release. I do have it on PlayStation but only briefly played it on that. Also got ACC at early access stage, same for EVO.

That is extending the car mod with more parameters, not rewriting the core physics in the game so will face the fundamental issues in the game. As far as I know, they don't have the source code and are not creating a new version of the game. Gave it a brief go and seemed beyond adding like a bottoming feeling, it had the same unrealistic car handling as normal Assetto Corsa, even felt significantly worse in one of the mods I tried.

It is the way the cars behave on the limit. You can fully send it in corners without much consequence. You can literally throw the car in, shift aggressively, hit inside kerb, lift off and floor it while still holding steering into corner and the car will still remain very stable like weight transfer doesn't exist. The braking feels off, it brakes quickly without much effort on or off-track and if you lock-up, you can regain steering really quickly while keeping lock on. Where you expect great mechanical grip like on acceleration, you get unnecessary snaps. Any small thing that makes the car jump almost acts like you hit a landmine when in reality, the car would likely handle it well. Like I said before, it has too little grip when in reality there would be more grip and substantially more grip when there shouldn't be any which takes away the fun of driving on the edge of your seat.

You can see some examples of what I mean in video below. I can post a video with AC Evo if you want too, it feels probably even worse to drive than even AC. It is disappointing that as they try and layer on more realism, it seems to be getting worse with every iteration, so unrealistic and I have seen others think the same on this. Ferrari Virtual Academy was so much more immersive, braking felt better, the way high-speed corners felt a challenge but it has just gone backwards since.



In terms of higher downforce cars, drove them in following order, JP-LM, "F3000", Formula Renault 2.0 and FW33.

These simulators are probably simulating less than 0.1% of reality. Can't imagine there ever being enough to simulate reality at such a fast processing rate. At the end of the day AC is still a great game for the price, something that can run emulated on a entry level smartphone so well optimised and you can pick-up for less than £3, it is phenomenal in a way. I think the actual physical hardware used to play these games nowadays can make any game get close to real steering and pedal weight which will be more useful for real-life training and AC main strength was always like they got like the steering behaviour of cars in the game kind of realistic, performance of the cars too and the laser scanned tracks are decent.

I think they really need to revamp AC EVO a lot fundamentally physics wise to be considered a serious simulator to take on likes of iRacing one day or even as a minimum, bring over more AC users.


Eighteen months to be this confidently wrong is impressive.

Then again I only used reality as a benchmark.

 
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Ya, I'm just going to disagree with this. AC on console isn't AC on PC. I have both (had). I also started out with AC on PS4. I'm going to go along with the hundreds upon hundreds of people who still think to this day, that 10+ year old AC is still one of the absolute standards in sim racing, even though yes, it does need CSP in order to keep up with what's available today. For those of us on PC, there isn't any secrets, you can see every piece of physics it's calculating through a multitude of telemetry apps and development tools.

I mean, I don't even know what wheel setup your using to take what any judgement you're expressing here is based on. Also, you must be using Content Manager and have CSP installed to compare to anything out today. Your video is of AC on console which isn't even relevant to the original AC on PC let alone AC with CSP. Original 10+ year old AC has some flaws. That's one of the main reasons why people made Content Manager, CSP and PURE in the first place.

Extended physics works by adding parameters to the core of the game and isn't something that just a car file modifies. An example is some of the rewritten suspension calculations and geometric modeling. The new tire model alone replaces the rigid, legacy, single-contact-point tire model with a multi-point contact patch (up to 5 points). This means tires interact realistically when partially on a kerb, grass, or wet surfaces. We now have LUA based physics scripts.

AC Evo feels great on a DD2 and Heusinkveld pedals. I'm going to continue to be patient and I have confidence that they will chip away at all these little rough edges. Revamp? That's a pretty wild request. It also isn't an opinion you hear much when people talk about AC Evo. Simulators simulating less than 0.1%? Come on now. It's OK to have an unpopular opinion though.
Personally, I don't want AC Evo to be anything like iRenting and what iRenting does or is doesn't have any bearing on whether or not I will like or dislike AC Evo.
Now I'm going to turn on FH6 and use a wheel with it because I'm having fun, and as far as I know, we're supposed to be having fun with all of this.
I drove using DualSense. Currently don't have a wheel, will potentially get one when next GT game gets released. Most wheel experience I have on AC was with G27 but have used briefly T-GT and GT DD Pro 5nm and 8nm. I recently drove AC with a high-end DD setup with Simucube ActivePedal Ultimate, it kind of reminded me of the DualSense triggers but a lot stronger.

I just used the following free mods: VRC Formula Alpha 2022 Extended Physics and RSS Formula Hybrid 2018. Here is a video I captured on my laptop using these mods:



Out of interest, do you find behaviour of VRC car with extended physics at Brands Hatch (8:24) more realistic than say what happens in the real driving simulator (GT7)?



Do you find this behaviour in AC Evo realistic enough not to need a revamp?



I think one of the developers even said something similar back in the day. It is more a matter of fact than opinion. If you can simulate majority of reality on PS4 CPU, I think they would easily be most valuable company in the world as instead of needing supercomputers which take a very long time to simulate very little of reality. you could simulate majority of reality at 333Hz on Jaguar cores on PS4 CPU due to the brilliant programming of a low-cost game.

It is more fun when you first start out I think. I find AC is not that fun with high-aero cars due to the way downforce works, it seems you need to be seriously skilled to be able to lose the rear through weight transfer, I don't seem skilled enough at it and I tried a lot. I feel like a simulator should try and at least punish very bad driving as a minimum, not reward it like in AC while punishing good driving randomly sometimes. You can still use these games with the usual caveat, drive in a realistic way for it to be a useful experience but I don't find that fun as not approaching the limits of the car.
Eighteen months to be this confidently wrong is impressive.

Then again I only used reality as a benchmark.


Kind of feel vindicated but expected as I know it to be true as I have seen other people state similar impressions since to what I have said 18 months ago. This part for example said by James Baldwin (Link) about the arcadey handling and how hard it is to try and lose the rear and Jimmy Broadbent thinking Kunos are not good at doing high grip race cars and preferring the road tyre cars (Link). Here Scott Mansell (Driver61) about feeling not being there (Link). I think in general a lot of people posting videos online try and be positive to the developer and that audience than what they really think as his original video, he was much more positive. You can see for example Daniel Morad try and positively talk about ACC (Link) while deep down knowing it is terrible.

By the way, were you comparing steering weighting up on T300RS to the real car steering? From my experience, race cars with downforce in high-speed corners felt significantly stronger than even T-GT or GT DD Pro 8nm with max force feedback. They don't have the range to feel like a race car wheel cornering.

Congrats on 30,000 posts.
 
Kind of feel vindicated but expected as I know it to be true as I have seen other people state similar impressions since to what I have said 18 months ago. This part for example said by James Baldwin (Link) about the arcadey handling and how hard it is to try and lose the rear and Jimmy Broadbent thinking Kunos are not good at doing high grip race cars and preferring the road tyre cars (Link). Here Scott Mansell (Driver61) about feeling not being there (Link). I think in general a lot of people posting videos online try and be positive to the developer and that audience than what they really think as his original video, he was much more positive. You can see for example Daniel Morad try and positively talk about ACC (Link) while deep down knowing it is terrible.
Not one person here has claimed that AC or ACE is perfect, but equally none of them has jumped to an absurdly extreme position such as yours (and no one in those links has either), such as sims only representing 0.1% of reality!

Oh, and extended physics does a bit more than "is extending the car mod with more parameters", including:
  • Adds a five-point tyre model (from the original single point)
  • Adds car specific lua scripting to simulate active aero, hybrid systems, KERS, etc.
  • Adds full wet-weather tyre behaviour with aquaplaning, puddle interaction, etc.
  • Improved damper range and behaviour
  • Body flex added
  • Drivetrain flex added
The tyre behaviour alone is significant.


By the way, were you comparing steering weighting up on T300RS to the real car steering?
I was comparing the manner in which it weights up, not claiming the amount of force was the same. If all you took from the video was a strawman attempt at a 'gotcha', you clearly have little interest in actual discussion.

Congrats on 30,000 posts.
Thanks.

Now do you think the eighteen months have been long enough for you to answer this...

"out of interest, as a percentage where you would rate each of the sims you've tried in terms of accuracy."

...or are they all at 0.1%?
 
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Not one person here has claimed that AC or ACE is perfect, but equally none of them has jumped to an absurdly extreme position such as yours (and no one in those links has either), such as sims only representing 0.1% of reality!

Oh, and extended physics does a bit more than "is extending the car mod with more parameters", including:
  • Adds a five-point tyre model (from the original single point)
  • Adds car specific lua scripting to simulate active aero, hybrid systems, KERS, etc.
  • Adds full wet-weather tyre behaviour with aquaplaning, puddle interaction, etc.
  • Improved damper range and behaviour
  • Body flex added
  • Drivetrain flex added
The tyre behaviour alone is significant.



I was comparing the manner in which it weights up, not claiming the amount of force was the same. If all you took from the video was a strawman attempt at a 'gotcha', you clearly have little interest in actual discussion.


Thanks.

Now do you think the eighteen months have been long enough for you to answer this...

"out of interest, as a percentage where you would rate each of the sims you've tried in terms of accuracy."

...or are they all at 0.1%?

It seems to bring out more the arcadey nature of Assetto Corsa as like ACC when that got tyre model updated, it thankfully tamed a lot of the unnecessary physics explosions and snappiness. I did make a comparison above of AC Extended Physics and GT7 was significantly more realistic of what one would expect a Formula car to do. I'm sure AC Evo does a lot more in physics than AC ever did but it seems a lot more people prefer AC.

I am not surprised you find the wheel feel similar in both games, T300 does have it's natural feeling of weight when operating at its maximum torque but I even gave examples of other wheels I have used and they don't have the range at all to give the feeling of a race car wheel weighting up especially in high-speed corners. I have driven a number of Formula cars in AC before and I am pretty sure in real life, one would be in a serious accident for stuff that is completely a non-event in that game with or without extended physics. The physics make a mockery of some of the most challenging corners in real-life.

About the brakes; in real life, if you manage to achieve about 10% of braking power in the real car, it probably be equivalent to 100% on the T3PA so is going to be difficult to compare locking up with that kind of difference. Did you manage to see how load cells improve things, I assume it is much more like real life in terms of force required?

I did say less than 0.1% and that would be the case for all these games. Only ones that could argue higher than that are the F1 teams' simulators as they have actual programs they use in the real car, which they can utilise and develop in the simulator. Found it interesting that Lewis recently said Ferrari has the best sim he has seen and team but has stopped using it due to finding it risky and finding results opposite of what happens in reality. That is likely a simulator with substantial data that has been used to correlate to real car with a lot of manpower and computing power deployed to recreate it and still it is far-off. It is much better approach to interpret the real car data yourself like Lewis is now doing with his engineers than relying on simulator to get it right as at the end of the day, it is based not much of reality. I find it personally absurd the claims of high accuracy that people make like the Cruden simulator F1 car being 98% accurate which was over a decade ago.

Anyway, I hope one day I get to try out a proper F1 simulator and see how realistic it is, whether if is arcadey or not. Hopefully the next F1 game is much more realistic, great that even them level of games are now getting LIDAR-scanned circuits so at least will be useful for learning better the circuits. It is actually an incredible opportunity for developers nowadays with the level of hardware and software tools available to them to be able to create much more realistic simulators so hopefully they start taking advantage of it.

Amazing that still a lot of sim games on PC and console fail to recreate basic weight transfer or vehicle dynamics while still labelling themselves as simulators. Meanwhile, games that are considered more arcade, sometimes have more depth and realism to their physics. I actually found the F1 Mobile Racing game more fun to drive than the main F1 game and AC as you could really feel the aero balance limitations of the cars in that game and how it changed with different parts, even Max and Pierre were impressed by that game: Link. It seems only real serious simulator on PC is iRacing so I can see why it is so popular. However, AC Evo is still a great buy given the cost difference.
Yeah the 0.1% claim is preposterous in anyone's language.

I'd like to see the reasoning behind that.
Googling normally, nothing seems to come up but thought I'd give their AI Mode a chance to see if it knows. This is what it came up with (I know AI is not usually accurate with a lot of things but can be useful for this kind of random knowledge stuff):

How accurate are racing simulators - Google Search.webp


Bonus question out of curiosity (Maybe, we will have simulators in the near future marketing basic hybrid use of CFD in real-time):
CFD power required - Google Search.webp

CFD power required 2 - Google Search.webp
 
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I have trawled through this but to avail. Is there an approximate release window for consoles ?
This is what they previously have said last year so probably know more soon as 1.0 release gets closer:
Marco Massarutto (Kunos Co-founder and Executive Manager)
"I think the console version of EVO will follow the same pattern as the previous Assetto Corsa, they will come after 1.0 on PC and then on console. The porting is already in development by a satellite team that has been working with us for more than one year. Ideally, the console version comes when 1.0 arrives on PC, but at the moment it’s far too early to confirm that."
 
It seems to bring out more the arcadey nature of Assetto Corsa as like ACC when that got tyre model updated, it thankfully tamed a lot of the unnecessary physics explosions and snappiness. I did make a comparison above of AC Extended Physics and GT7 was significantly more realistic of what one would expect a Formula car to do. I'm sure AC Evo does a lot more in physics than AC ever did but it seems a lot more people prefer AC.
So let's be clear they are all 0.1% accurate, but you can tell a title that makes no effort to model hybrid systems is more accurate?
I am not surprised you find the wheel feel similar in both games, T300 does have it's natural feeling of weight when operating at its maximum torque but I even gave examples of other wheels I have used and they don't have the range at all to give the feeling of a race car wheel weighting up especially in high-speed corners. I have driven a number of Formula cars in AC before and I am pretty sure in real life, one would be in a serious accident for stuff that is completely a non-event in that game with or without extended physics. The physics make a mockery of some of the most challenging corners in real-life.
I've driven formula cars in reality, but it's nice to be told I'm wrong based on your guesswork.
About the brakes; in real life, if you manage to achieve about 10% of braking power in the real car, it probably be equivalent to 100% on the T3PA so is going to be difficult to compare locking up with that kind of difference. Did you manage to see how load cells improve things, I assume it is much more like real life in terms of force required?
It is, but that's still not the point I was making at all.
I did say less than 0.1% and that would be the case for all these games. Only ones that could argue higher than that are the F1 teams' simulators as they have actual programs they use in the real car, which they can utilise and develop in the simulator. Found it interesting that Lewis recently said Ferrari has the best sim he has seen and team but has stopped using it due to finding it risky and finding results opposite of what happens in reality. That is likely a simulator with substantial data that has been used to correlate to real car with a lot of manpower and computing power deployed to recreate it and still it is far-off. It is much better approach to interpret the real car data yourself like Lewis is now doing with his engineers than relying on simulator to get it right as at the end of the day, it is based not much of reality. I find it personally absurd the claims of high accuracy that people make like the Cruden simulator F1 car being 98% accurate which was over a decade ago.
Tell me you don't understand the law of diminishing returns without telling me you don't understand the law of diminishing returns.
Anyway, I hope one day I get to try out a proper F1 simulator and see how realistic it is, whether if is arcadey or not. Hopefully the next F1 game is much more realistic, great that even them level of games are now getting LIDAR-scanned circuits so at least will be useful for learning better the circuits. It is actually an incredible opportunity for developers nowadays with the level of hardware and software tools available to them to be able to create much more realistic simulators so hopefully they start taking advantage of it.
LIDAR scanned tracks are not new at all.
Amazing that still a lot of sim games on PC and console fail to recreate basic weight transfer or vehicle dynamics while still labelling themselves as simulators.
Bold claim, name them and back it up.
Meanwhile, games that are considered more arcade, sometimes have more depth and realism to their physics. I actually found the F1 Mobile Racing game more fun to drive than the main F1 game and AC as you could really feel the aero balance limitations of the cars in that game and how it changed with different parts, even Max and Pierre were impressed by that game: Link. It seems only real serious simulator on PC is iRacing so I can see why it is so popular. However, AC Evo is still a great buy given the cost difference.
Oh dear, you don't know that's a marketing piece?
Googling normally, nothing seems to come up but thought I'd give their AI Mode a chance to see if it knows. This is what it came up with (I know AI is not usually accurate with a lot of things but can be useful for this kind of random knowledge stuff).
Tell me you don't understand the law of diminishing returns without telling me you don't understand the law of diminishing returns.
 
I have trawled through this but to avail. Is there an approximate release window for consoles ?
The short answer is: No.
We just reached 0.7. At this stage evo still as a long way to go to pass for a “complete” game. Most features are still in early development and many are not released yet.
It does not mean that what we got is useless, far from it, I have almost 800 hours into it, tons of potential.
 
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I just bought AC Evo and Rally on Loaded - it was clear "steal", must buy!


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But I have problem with controls on Dualsense connected as s Xbox via some tool (can't remember which one, I'm not at home).

Is there some mod for that.

And graphics I put on Ultra - it was very mixed at start, but I think that my 4070 Ti 12GB can handle it on 1440p.
 
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