Assetto Corsa Competizione "The Land of the Free" DLC Arrives June 30 on PC

Looks like my switch to PC just this week is perfect timing.

Had my first blast around Bathurst just last night on the newly built PC and the difference with it pretty much maxed out compared to the Series X is pretty big. Graphically obviously but the FFB feels more natural I thought.
 
Looks like my switch to PC just this week is perfect timing.

Had my first blast around Bathurst just last night on the newly built PC and the difference with it pretty much maxed out compared to the Series X is pretty big. Graphically obviously but the FFB feels more natural I thought.
Me too. I bought ACC for PS5 a couple weeks back but I was massively underwhelmed by the entire experience. I'd been fortunate enough to play it on a friend's PC so I was immediately and acutely aware of just how poor it is in comparison to PC. So last week I gave in and bought a new RTX 3070 rig via PC Specialist and it arrived yesterday morning. ACC is superb, obviously, but I've also been blown away by the original AC and the mods available. iRacing seems cool as well. It's a little dry and very serious but it's just wonderful having these options now, after literally decades of trying to avoid the expense of making the switch over to PC.
 
I’m not gonna share the screenshot just yet as I want to confirm the source first, but there’s a possibility we’re getting more than just 3 tracks.

I’m a little skeptical that it’s accurate cause they only teased 3 tracks in the video. If there were more tracks I’d think they’d tease them all. Will keep y’all posted.

Update: confirmed it was a dud
 
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So last week I gave in and bought a new RTX 3070
Ha, same as me.
I'm so tempted to get AC but I know that will cost me a Fanatec shifter as well to drive the manual cars.

Hmm I wonder if an old G25 shifter would work but we're getting off topic now.
 
But over 6 months? Why?
I don't have an exact answer as I'm not working on the code obviously (Or am I? No, I'm not. :lol:) but ,again, the code has to be converted from a PC base to a console base. All things considered, I'd imagine it's a shorter, maybe easier job going from native PC to, say, Xbox as it's essentially a Windows PC in the first place, however, it uses a custom kernel (build) of Windows.

Then there's the PlayStation that uses its own system architecture. There's also the factor of how quickly Kunos can get the code to them and how long the conversion takes, as I've said before.
 
I don't have an exact answer as I'm not working on the code obviously (Or am I? No, I'm not. :lol:) but ,again, the code has to be converted from a PC base to a console base. All things considered, I'd imagine it's a shorter, maybe easier job going from native PC to, say, Xbox as it's essentially a Windows PC in the first place, however, it uses a custom kernel (build) of Windows.

Then there's the PlayStation that uses its own system architecture. There's also the factor of how quickly Kunos can get the code to them and how long the conversion takes, as I've said before.
ACC is built on Unreal Engine, which allows developers to build code on all those platforms with the same codebase. There are no fundamental hardware architecture differences, both PS5 and Xbox Series are basically PCs with AMD x86 Zen 2 CPUs and RDNA 2 GPUs. Any low level kernel differences will most probably be handled by the Unreal Engine itself.

What I assume happened is that Untold Games forked Kunos' ACC 1.7 PC code and wrote all the necessary console-specific code. Kunos continued to evolve the PC code into version 1.8. If that code contains many breaking changes, which it seems like it does, Untold can't apply those same changes automatically. They have two choices: manually applying those 1.8 changes over the console-specific code they wrote, or re-writing the console-specific code again from scratch using ACC 1.8 PC codebase as starting point. From those options, it appears they chose the former.

Of course, the software industry has best practices for these scenarios which would solve the issues, but applying those might have meant more work and delays for Kunos on their PC efforts than they probably wanted to implement.
 
ACC is built on Unreal Engine, which allows developers to build code on all those platforms with the same codebase. There are no fundamental hardware architecture differences, both PS5 and Xbox Series are basically PCs with AMD x86 Zen 2 CPUs and RDNA 2 GPUs. Any low level kernel differences will most probably be handled by the Unreal Engine itself.

What I assume happened is that Untold Games forked Kunos' ACC 1.7 PC code and wrote all the necessary console-specific code. Kunos continued to evolve the PC code into version 1.8. If that code contains many breaking changes, which it seems like it does, Untold can't apply those same changes automatically. They have two choices: manually applying those 1.8 changes over the console-specific code they wrote, or re-writing the console-specific code again from scratch using ACC 1.8 PC codebase as starting point. From those options, it appears they chose the former.

Of course, the software industry has best practices for these scenarios which would solve the issues, but applying those might have meant more work and delays for Kunos on their PC efforts than they probably wanted to implement.
Well that's certainly something I didn't know. I assumed, like the greater majority of game engines, that the code was platform unique. Now, it sounds more like there's unique strings or data sets with the underlying code being the same.

Very interesting. With more and more console ports coming to PC, I'm beginning to treat things like Horizon: Zero Dawn which admittedly isn't the best attitude about things. For those unaware (not aiming this at you, specifically btw), PC launch HZD was essentially running on PC hardware in an emulated PS4 environment, down to the game logic thinking it was running on an APU, hence why performance on something like an RTX 2080 Ti or even a 3070 today is so...unimpressive.

Appreciate the info!
 
According to 505 Games, Untold Games is handling the conversion process, as it did for the ninth-gen console version of ACC. Fans may recall that d3t handled the eight-gen console port.

The process of implementing the PC physics update to the PS5/XBSeries console ports is seemingly not a simple task. In order to make sure each car behaves as it ought, Untold is assessing each car, each tire, each corner, and each surface individually.

That means it needs to take every possible car on every possible tire around all of the tracks, including run-off areas and curbing, in all weather conditions, to ensure the experience is consistent.

This surprisingly piecemeal approach adds significant development time, and the result is that it’s difficult for 505 Games to provide a precise date for completion. At the moment, the publisher is estimating that v1.8 will arrive “by the end of Summer in September”.

Untold is working on the core game first and, once that’s finished, the DLC cars and tracks will follow. That means the Challenger Pack DLC currently has a ninth-gen console launch window of November or December 2022.

 

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