Assetto Corsa Competizione: I got my first taste, here's my review

  • Thread starter kart.no.38
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david_perel
Hey everyone

I was lucky enough to test the new game while at Circuit of Misano for the Blancpain Sprint Series and thought I'd give you all some feedback!

First of all it needs to be said that their team is amazing, so receptive to feedback from all the pro-drivers and also genuinely enthusiastic about racing and the game itself. I could have spoken to them for hours about all aspects and they would have listened.

I got to speak with the sound guy and made a ton of suggestions on what we actually hear as drivers vs what you hear in onboard videos. I also learned how complex the rain system is and how it dynamically affects the grip on the track as it gets more wet or dry when chatting to the head of physics.

They had 4 demos for use on the weekend, I played two of them. The first was a hot lap session with a Ferrari 488 GT3 (same car I race) and the other was a wet race in a Mercedes AMG GT3 (a car I tested a few weeks back). Both demos were based at the Misano track.

Track Accuracy

The track accuracy was super impressive. Anyone who knows me on these forums knows that I place high value on how close the track in the game looks to real life and I still believe that Gran Turismo is the undisputed king in this area. But what I saw in Assetto Corsa left me very impressed. The curbs in the game look exactly like the curbs in real life and there were even track markings and reference points which existed in the demo that we use in real life.

Car and Handling Accuracy

The attention to detail that they've paid to the interior of the cars is also right up there with Gran Turismo. I loved that when I changed ABS settings, the hand of the driver moved to the central dash in the Ferrari 488. Just like we do in real life.

Engine sound and gear shift sounds were also spot on.

The car braked and handled as I have come to expect, behaving really well during cornering and responded similarly to over-eager throttle application. GT3 cars have a tendency to slide slowly then snap suddenly, especially during the final phase of corner exit and they somehow nailed this in the game.

Braking was good, the demo's had a conservative front-bias setup and I could tell immediately. This is a good thing. The moment they gave me more rear bias I was able to manipulate the car in the same way I do in real life.

Areas of Improvement

The primary issue is in the Force Feedback. I asked if they could add a bit more feeling in areas such as braking and understeer. When you brake in a GT3 car the sound of the ABS and the brakes is quite aggressive but you cannot hear it from onboard videos. It's a loud grinding sound that could definitely be added to the audio and force feedback.

In the wet conditions (which are really good by the way) I wanted a bit more feedback from the wheel when you get understeer or when the fronts start to lock (this can happen, even with ABS on), just so we get a better idea of where the car is.

To their credit they said they still have a lot data to use to refine the feedback and a big update will be made for the next demonstration.

Final Thoughts

I cannot overstate how receptive the development team were to our suggestions and driver feedback. I think this is a critical factor to bringing this game as close as possible to the real thing.

If I was to score the game now it would be a healthy 8.5/10. Areas that need more refinement are in the Force Feedback, AI aggression (apparently an easy fix and not really worth mentioning in this Alpha review) and Audio Feedback for auxiliary actions such as ABS and tire noise.

There is every reason to be excited for this game, it has the potential to be the best off-the-shelf sim racer on the market.
 
This is all so exciting! Thank you for your thoughts on the current build.

Would you say the sound design in R3E is closer to what you really hear while in the car? I know that's looked at as the current king of sound design in racing sims. Just curious to as if that's closer to real life or onboard videos, like you mentioned.
 
Hey everyone

I was lucky enough to test the new game while at Circuit of Misano for the Blancpain Sprint Series and thought I'd give you all some feedback!

First of all it needs to be said that their team is amazing, so receptive to feedback from all the pro-drivers and also genuinely enthusiastic about racing and the game itself. I could have spoken to them for hours about all aspects and they would have listened.

I got to speak with the sound guy and made a ton of suggestions on what we actually hear as drivers vs what you hear in onboard videos. I also learned how complex the rain system is and how it dynamically affects the grip on the track as it gets more wet or dry when chatting to the head of physics.

They had 4 demos for use on the weekend, I played two of them. The first was a hot lap session with a Ferrari 488 GT3 (same car I race) and the other was a wet race in a Mercedes AMG GT3 (a car I tested a few weeks back). Both demos were based at the Misano track.

Track Accuracy

The track accuracy was super impressive. Anyone who knows me on these forums knows that I place high value on how close the track in the game looks to real life and I still believe that Gran Turismo is the undisputed king in this area. But what I saw in Assetto Corsa left me very impressed. The curbs in the game look exactly like the curbs in real life and there were even track markings and reference points which existed in the demo that we use in real life.

Car and Handling Accuracy

The attention to detail that they've paid to the interior of the cars is also right up there with Gran Turismo. I loved that when I changed ABS settings, the hand of the driver moved to the central dash in the Ferrari 488. Just like we do in real life.

Engine sound and gear shift sounds were also spot on.

The car braked and handled as I have come to expect, behaving really well during cornering and responded similarly to over-eager throttle application. GT3 cars have a tendency to slide slowly then snap suddenly, especially during the final phase of corner exit and they somehow nailed this in the game.

Braking was good, the demo's had a conservative front-bias setup and I could tell immediately. This is a good thing. The moment they gave me more rear bias I was able to manipulate the car in the same way I do in real life.

Areas of Improvement

The primary issue is in the Force Feedback. I asked if they could add a bit more feeling in areas such as braking and understeer. When you brake in a GT3 car the sound of the ABS and the brakes is quite aggressive but you cannot hear it from onboard videos. It's a loud grinding sound that could definitely be added to the audio and force feedback.

In the wet conditions (which are really good by the way) I wanted a bit more feedback from the wheel when you get understeer or when the fronts start to lock (this can happen, even with ABS on), just so we get a better idea of where the car is.

To their credit they said they still have a lot data to use to refine the feedback and a big update will be made for the next demonstration.

Final Thoughts

I cannot overstate how receptive the development team were to our suggestions and driver feedback. I think this is a critical factor to bringing this game as close as possible to the real thing.

If I was to score the game now it would be a healthy 8.5/10. Areas that need more refinement are in the Force Feedback, AI aggression (apparently an easy fix and not really worth mentioning in this Alpha review) and Audio Feedback for auxiliary actions such as ABS and tire noise.

There is every reason to be excited for this game, it has the potential to be the best off-the-shelf sim racer on the market.
Sounds great. Thanks for taking the time to post. One thing that particularly interested me is something I've been keen to hear about from drivers, and that is sounds we hear on video game vs sounds drivers hear onboard. There's also the question of sound with the helmet on.
 
Sounds great. Thanks for taking the time to post. One thing that particularly interested me is something I've been keen to hear about from drivers, and that is sounds we hear on video game vs sounds drivers hear onboard. There's also the question of sound with the helmet on.

With our helmet and headphones in we do miss out on a lot of the nuances too. For example in the 488 GT3 there is a bit of a turbo sound on the overrun that we don't hear, but you can hear it with certain onboard camera's.
 
With our helmet and headphones in we do miss out on a lot of the nuances too. For example in the 488 GT3 there is a bit of a turbo sound on the overrun that we don't hear, but you can hear it with certain onboard camera's.
Thanks. That's a bit of a balancing act devs must face, I don't want muffled sounds personally. And without helmet and headphones in I assume it is extremely loud? Too loud to reproduce in game accurately for sake of our ears.
 
I'm liking the sound of the power being cut off to things unimportant ( A.C. etc) under braking in these videos. Something you can clearly hear on onboard footage but isn't featured in most games until this one.
 
Thanks. That's a bit of a balancing act devs must face, I don't want muffled sounds personally. And without helmet and headphones in I assume it is extremely loud? Too loud to reproduce in game accurately for sake of our ears.

At the Spa 24 hour event we drive the cars on the road and into the city of Spa. When we do it we don't wear any protective gear and the noise from inside the car is incredible! So many details that we don't get to hear when driving in race mode.
 
Interesting comments, but still expect an improvement in the sounds of the game, especially the engine and the transmission and even more at low revs, something that simulates better this elasticity, in my view, it seems that the engine sound is off and the transmission is lost..
 
Hey everyone

There is every reason to be excited for this game, it has the potential to be the best off-the-shelf sim racer on the market.

Everything has potential. Thanks for the hype train, but I just sold my ticket to someone else. Choo Choo there she goes! Bon voyage!
 
@kart.no.38 did you try the slow speed physics?

AC has poor low speed physics. Park a car on Raidillon (Spa-Francorschamps), put it in neutral and the car won't roll downhill in AC. I hope they fixed this in ACC.
 
@kart.no.38 did you try the slow speed physics?

AC has poor low speed physics. Park a car on Raidillon (Spa-Francorschamps), put it in neutral and the car won't roll downhill in AC. I hope they fixed this in ACC.

To be honest I didn't try that. My experience so far has been positive, in the slow speed corners it felt pretty good, I was able to rotate the car and the steering ratio was very linear. So for me that was a good sign.
 
To be honest I didn't try that. My experience so far has been positive, in the slow speed corners it felt pretty good, I was able to rotate the car and the steering ratio was very linear. So for me that was a good sign.
Thanks.
 
As I heard they release the game by builds. Build 1: one! car and one! track for one! month!!! Disappointing!!!!! :confused:

I am very okay with it because this way they can make sure that the feedback that comes in is always about the recent build updates. I rather have them put in polished content after polished content instead of giving me a Build 1 with all sorts of bugs and glitches. Early Access is not Pre-Alpha-Testing.
But more importantly, i'd like to know the EA price.
 
As I heard they release the game by builds. Build 1: one! car and one! track for one! month!!! Disappointing!!!!! :confused:
Why? It is as @th3o said. And you probably pay less for the full game unless you have to pay for the release of every update.
 
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