Assetto Corsa EVO Early Access Discussion Thread

  • Thread starter Thread starter Famine
  • 857 comments
  • 190,670 views
Ok, I'm getting serious FOMO with AC Evo, especially seeing the content coming in 0.4, but I have some questions.

Controller, how does it play on a controller specifically Dual Sense? I have a wheel but I can't use my wheel with my laptop which is what I would be playing Evo on.

Secondly, will I get away with running it on my laptop? It has a Nvidia RTX 3050 6gb, Intel Core i5-13420H 2.1ghz, 8gb RAM.
I don't know about performance on your hardware, but I use a PS5 controller on PC and find AC EVO very good on controller. 0.3 has some issues with unrecoverable slides, but those seem to happen to wheel users, too, and in GamerMuscle's interview with Kunos, it seems addressing that was a major objective for 0.4, so I am hoping it will be fixed for both wheel and controller users.

 
Ok, I'm getting serious FOMO with AC Evo, especially seeing the content coming in 0.4, but I have some questions.

Controller, how does it play on a controller specifically Dual Sense? I have a wheel but I can't use my wheel with my laptop which is what I would be playing Evo on.

Secondly, will I get away with running it on my laptop? It has a Nvidia RTX 3050 6gb, Intel Core i5-13420H 2.1ghz, 8gb RAM.
These are the recommended specs for AC EVO:
-CPU: Intel i5 10500 / AMD 2600 X
-RAM: 16 GB
-GPU: RTX 2070, Radeon RX 6650XT, Intel Arc 6750
-DirectX: 12
-Storage: SSD

It seems you are short on GPU memory (8 GB at least) and system RAM :guilty:

As for controller, 0.3 works fine with generic gamepads, I use an 8bitdo wireless and also the Xbox controller would work.
 
Last edited:
Ok, I'm getting serious FOMO with AC Evo, especially seeing the content coming in 0.4, but I have some questions.

Controller, how does it play on a controller specifically Dual Sense? I have a wheel but I can't use my wheel with my laptop which is what I would be playing Evo on.

Secondly, will I get away with running it on my laptop? It has a Nvidia RTX 3050 6gb, Intel Core i5-13420H 2.1ghz, 8gb RAM.
The graphics card isn’t so much the issue, although the 6gigs is kinda low, I’d say the 8gb of ram will be more of an issue.
Gotta be 16gb at least to run modern games ( personally I have 64gb installed on my pc)
 
The graphics card isn’t so much the issue, although the 6gigs is kinda low, I’d say the 8gb of ram will be more of an issue.
Gotta be 16gb at least to run modern games ( personally I have 64gb installed on my pc)
Yeah I had a feeling the ram would be an issue. I can just about run AMS2, though it does suffer from slowdowns after a while, and RaceRoom runs well but they have much lower minimum requirements.

Think Geforce now might be the only way to get it.
 
Yeah I had a feeling the ram would be an issue. I can just about run AMS2, though it does suffer from slowdowns after a while, and RaceRoom runs well but they have much lower minimum requirements.

Think Geforce now might be the only way to get it.
Is there any way to upgrade your RAM? If it's using DDR4, you might be able to get a used 16GB kit (or an additional 8GB stick) for a reasonable price.
 
Is there any way to upgrade your RAM? If it's using DDR4, you might be able to get a used 16GB kit (or an additional 8GB stick) for a reasonable price.
Possibly, I have an Acer Nitro V15 laptop so I guess it should be pretty straightforward? I'd have to decide if it is worth spending the money to do that without a guarantee of AC Evo running well still or invest in GeForce Now and play it via that.
 
This is the update that will define whether Assetto Corsa Evo is the future of sim racing (IMO). Also, Lewis' helmet in AC! That brand ambassador position is coming in handy!
 

Patch Notes: 0.4​


NEW CARS:
  • BMW M8 Competition Coupe (F92)
  • BMW M3 CSL (E46)
  • Ferrari Daytona SP3
  • Ferrari F40 LM
  • Ferrari SF-25
  • Peugeot 205 T16
  • Renault 5 GT Turbo
  • Toyota Supra Turbo RZ (MK IV) + tuned variant
  • Mini Cooper S (MK VI) + tuned variant
  • Porsche 718 Cayman GT4 RS

NEW TRACKS:
  • Nürburgring (5 layouts)
  • Oulton Park (2 layouts)
  • Road Atlanta
  • Monza

MULTIPLAYER
  • support for chat widget and server commands
  • additions and fixes in MP functions (autorestart, BOP, server list filter)
  • fixed servers ending up in zombie state after long-term idling
  • large number of fixes and additions to support the Daily Racing portal

GRAPHICS:
  • carpaint material revision across the board
  • improved post-processing
  • fix for dash display texture colour space errors
  • fix for certain material types
  • reduced menu thumbnails memory footprint
  • Mazda MX5 Cup visual updates to properly represent ND1 and ND2 variants
  • Porsche GT4 Clubsport MR minor visual updates
  • Lamborghini Huracán ST EVO2 minor visual updates
  • BMW M3 E30 minor visual updates
  • added more OEM accessories for the Honda S2000
  • updated dash displays for the Audi RS 3 and RS 6 and Lamborghini Huracán STO
  • fixed steering wheel visibility in external driving cams
  • improved tyre shading: sheen layer that fades off after a couple of corners, improved tyre wear texture
  • added support for flexing and vibrating vehicle parts, such as wings, safety nets - initial implementation on racing cars
  • added moving damaged parts on all content
  • added visual backfires
  • added unique driver assets for F1 cars, for all liveries

AUDIO:
  • improved throttle timing and auto cutoff to enhance V-Tec kick effects
  • audio: new scraping sounds and raindrop sounds (when the car is stationary)
  • improved turbo hiss sound in general
  • audio: turbo pitch is now related to boost and rpm
  • developed new drivetrain model to improve the feeling of the simulation of the transmission wobbling
  • improved management of backfires
  • improved generic turbo hiss sounds, removed high pitched sounds
  • new transmission soundsets management, depending on the car drivetrain scheme
  • Honda NSX: improved V-Tec crossover sound with pure samples
  • Honda S2000: improved quality of engine interior sound samples and new engine exterior sounds

PHYSICS:
  • developed new tire damping method increasing compliance and drivability in all situations and all cars, but race cars in particular
  • adjusted tire inertia to better match each car's individual tire dimensions helping with more realistic tire lockups and less drastic loss of traction
  • improved tire slip ratio calculation leading to more natural behavior particularly on corner exits in locked differential scenarios
  • adjusted grip levels for all tires: Higher baseline grip, yet less combined grip leading to more natural, controllable and rewarding car behavior
  • adjusted thermal behavior for tires alongside adjusted rolling resistance
  • adjusted tyre rolling resistance to achieve more realistic top speeds
  • implemented new drive train wobble method respecting non linear stiffness
  • adjusted tire wear across all compounds (generally, the more performance oriented a tire is, the faster tire wear will noticably impact laptime)
  • sanitized and unified tire and controller library, solving potential inconsistencies in tire model across cars
  • improved consistency in available compound range for early-modern cars:
Removed pseudo-vintage tyres for 90s-00s models, they are now fitted with a range of modern tyres suiting their performance, vintage reserved for crossply tyres
  • improved hybrid powertrains
  • implemented and unified KERS/ERS behaviour
  • improved Dual Clutch Transmission behavior to be more seamless
  • implemented electronic brake bias (dubbed as EBB or Brake Migration)
  • revision of battery features and data entry specifications
  • improved physics model for cars with solid axles
  • made several car systems available for in-cockpit adjustment (among others: turbo, dampers, differentials)
  • Ferrari 296 GTB: numerous fixes and adjustments to suspension, drivetrain, downforce, airbrake and dedicated performance modes with more realistic ERS deployment
Recommended driving.
  • implemented soft lock feature for steering wheels
  • created multiple physics events to allow for more nuanced car audio
  • fixed a potential crash scenario caused by collisions
  • various steer ratio adjustments on a number of existing car content
  • created more true-to-life vintage compound for the Alfa GTA Sprint
Recommended driving.
  • various adjustments to engines, turbos, drag and downforce across cars to better match real life acceleration, top and corner speeds
  • various adjustments and fixes to car default setups and differentials
  • fixed F2004 rear wing not responding to changes in setup and modified setup limits for the car
  • added stiffer springs for the Porsche Cayman GT4 CS MR and Porsche 911 GT3 Cup
  • adjusted torque curve for the Porsche Cayman GT4 CS MR
  • fixed Audi RS 6 bump stops to prevent tyre hitting and clipping through the bodywork
  • fixed Dallara louvers (front fender air vents) downforce impact
  • corrected Mazda MX5 Cup weight and differential
  • corrected differential of the Caterham Academy
  • improved various cars' rpm limiters to behave more realistically
  • corrected gear ratios for the Ferrari 296 GTB
  • corrected gear ratios for the Chevrolet Camaro ZL1 and 1LE variant
  • corrected Mazda MX5 Cup Sadev sequential gear ratios
  • corrected Alpine A110 and VW Golf GTI Clubsport gear ratios
  • updated operating aero and ride height ranges on the BMW M4 GT3 Evo and enabled bump stop adjustments
Recommended driving.
  • updated operating aero and ride height ranges on Lamborghini ST EVO II
  • updated BMW M2 CS Racing setup limits according to BMW specifications, updated spring ratios
  • updated and unified all car names in setup folder
  • car colliders can now be angled when necessary to represent built-in rake of cars
  • reduced clutch sensitivity
  • fixed unwanted vibration on torque vectoring differentials
  • sanitized and updated TC & ABS behaviour on all cars
Fixed engine-crippling behaviour of earlier iterations of traction control, so higher levels might work better on some cars, and lower levels allow for more playful driving. The new Porsche Cayman GT4 RS is a good showcase.
Likewise ABS is not as efficient as before, more modulation might be required.
  • revised electronic brake controllers
  • added automatic brake differential to the Porsche Cayman GT4 RS and Alpine A110
  • fixed BB adjustments only taking effect after every 5th click
  • fixed setup limit units missing from certain items
  • improved AWD clutches on Audi RS 3 Sportback in Performance Modes 1 and 2 (Torque Rear)

GAMEPLAY:
  • some new implementations and fixes on penalty manager
  • moved Imola finish line further back per GTWC sessions
  • tweaked logic for automatic grid population -> now adds up to 2+2 car models from below and above the selected car's PI instead
  • large update to replay code, this will probably break compatibility with older replays but files should now take up significantly less space
  • fixed electronics states in the replay
  • selected tyre compounds now correctly show up in the replay
  • AI: fixes to opponents swinging around wildly, potentially removing a few accident types
  • AI: better braking-behind cars approximation
  • AI cars should no longer get confused by pitlane or offtrack cars
  • new autoshifter logic
  • academy events rebalanced based on new laptimes
  • fix for occasional hang/crash in the car selection menu caused by the thumbnail texture blocking the game thread
  • replay now shows optional animation states (e.g. sunroofs)
  • halo visibility toggle added in view settings
  • added DRS zones on F1 tracks
  • fixed forced pitstop not applying if you teleport before the pit exit line after a race start
  • fixed reset position for various physics functions (lap estimates, ERS limits etc) on a number of tracks
  • fixed a potential crash caused by out of bounds tyre compound indices
  • updated AI data for the Alfa GTA, Mini and Abarth
  • reworked track limit safezones
  • AI cars no longer get warnings and penalties
  • changing Audio FFB effects now takes effect inside the session
  • new autogear logic (both player shift assist and AI upshift triggers)
  • inputs for adjusting mirror pitch and yaw now functional
  • race cars will now have both front and rear compounds changing at the same time via setup

UI:
  • implementation of general HUD notifications
  • reviewed input filtering for UI widget manipulation
  • serverlist - relocated server count, added player count
  • reworked client-side leaderboard
  • pitlane leaderboard now displays car model name
  • new car selection flow for Multiplayer
Now the player can directly click on eligible cars and join without having to visit the car selection menu.
The list is flat and includes all relevant "owned"/"favourite" cars on the top marked with a star.
Beyond a certain (large) number of server-defined cars, the old car selection page is used for ease of browsing.
  • updated localization
  • added missing car localization strings
  • implemented track maps on the HUD and pitlane page
  • chat widget implementation in Multiplayer
  • implemented setup, UI and MFD items to support the new electronics systems
  • reworked HUD gear widget to support new electronics systems
  • expanded car controls MFD to support new electronics systems, such as ERS, EBB, differentials, dampers
  • explicit indication of performance modes on the HUD gear widget with more friendly names
  • odometer values for owned cars added in the model selection and SP hub
  • added reset button in the manual grid mixer
  • all previous cars' VR mirror offsets revised with the new default cockpit camera positions
  • unified setup units for all cars
  • fixed certain setup units being defined in groups instead of per item
 
Seriously? Bold? 😄 I'm not sure they would care what GT7 is doing or if it even exists.
The ACE 0.4 announcement video gives me strong GT announcement video vibes (not the first one to do so either, the most pronounced so far though).

In general, many aspects of ACE seem to aim at similar niches as GT.

I for one wouldn't be surprised if they intentionally dropped 0.4 on the same day as GT7 Spec III.
 
I tested the 205 on the Nordschleife during a multiplayer track day, and it's crazy.
The rear end is very playful, and the chassis is incredible... I'm going to spend hours on it, just like the first one.


I'll have to adjust my FFB, though, but you can feel a clear improvement compared to 0.3.
 
I would prefer the ranked stuff to be done directly through the game, rather than having to navigate through a website. Not raced yet, Porsche GT4 at Brands looks to be the one for me though.

Non ABS is still marginally better, still feels like lock ups happen with very little pressure on the 992 cup though :(

Oulton Park rocks! :)

M3 CSL drives well, but the FFB feels overly heavy compared to other cars, its very playful on throttle, but I am happy to be able to enjoy it in a game again :)
 
Also, Lewis' helmet in AC! That brand ambassador position is coming in handy!
Now we all can experience not getting past Q1 for our races as well!
HandsUp.webp

The ACE 0.4 announcement video gives me strong GT announcement video vibes (not the first one to do so either, the most pronounced so far though).

In general, many aspects of ACE seem to aim at similar niches as GT.

I for one wouldn't be surprised if they intentionally dropped 0.4 on the same day as GT7 Spec III.
They've been doing videos like this since AC1. It's not new. This is from 2013.
 
In case you didn't know, back in the AC1 days, Marco said in an interview that the idea for Assetto Corsa came to him after playing Gran Turismo 5 on his PS3. He realized there wasn't anything similar but with a more realistic handling on the market.

So yes, AC has always tried to be something similar to Gran Turismo, but with a distinct Italian touch.
 
In case you didn't know, back in the AC1 days, Marco said in an interview that the idea for Assetto Corsa came to him after playing Gran Turismo 5 on his PS3. He realized there wasn't anything similar but with a more realistic handling on the market.

So yes, AC has always tried to be something similar to Gran Turismo, but with a distinct Italian touch.
I've never heard that one. Kunos goes back a little farther than GT5. Netkar Pro was in 2006 so maybe GT4?
I couldn't find the article in which it shows their inspiration but this was what popped up:
"
Marco Massarutto's idea for Assetto Corsa stemmed from a lifelong passion for motorsports and racing video games. He and co-founder Stefano Casillo were particularly influenced by the realism and depth of classic sim racing titles, which inspired them to create their own highly authentic simulation.
Specifically, Massarutto has cited two games as being instrumental in his decision to enter the sim racing business:
  • Grand Prix II (1996) by MicroProse, which he described as a "game changer" that addicted him to real-world Formula 1 and motorsport.
  • Grand Prix Legends (1998) by Sierra Sports, which impressed him with its deep simulation, car feeling, and the fashion of F1's golden era, making him want to be involved in the industry.
This passion led Massarutto and Casillo to start KUNOS Simulazioni at the end of 2004, with the goal of creating a job related to their love for the genre and focusing on realistic car handling and physics. The studio developed Assetto Corsa at an R&D office located just inside the Vallelunga international racing circuit, allowing them to collaborate closely with real racing drivers and teams to achieve authenticity. "
 
Last edited:
I've never heard that one. Kunos goes back a little farther than GT5. Netkar Pro was in 2006 so maybe GT4?
I couldn't find the article in which is shows their inspiration but this was what popped up:
"
Marco Massarutto's idea for Assetto Corsa stemmed from a lifelong passion for motorsports and racing video games. He and co-founder Stefano Casillo were particularly influenced by the realism and depth of classic sim racing titles, which inspired them to create their own highly authentic simulation.
Specifically, Massarutto has cited two games as being instrumental in his decision to enter the sim racing business:
  • Grand Prix II (1996) by MicroProse, which he described as a "game changer" that addicted him to real-world Formula 1 and motorsport.
  • Grand Prix Legends (1998) by Sierra Sports, which impressed him with its deep simulation, car feeling, and the fashion of F1's golden era, making him want to be involved in the industry.
This passion led Massarutto and Casillo to start KUNOS Simulazioni at the end of 2004, with the goal of creating a job related to their love for the genre and focusing on realistic car handling and physics. The studio developed Assetto Corsa at an R&D office located just inside the Vallelunga international racing circuit, allowing them to collaborate closely with real racing drivers and teams to achieve authenticity. "
The story (if I remember correctly) is that after Netkar Pro they were going to make a game licensed from the Italian FIA GT Championship (while they were also working on Ferrari Virtual Academy) but suddenly the FIA refused to give them the license (Interestingly, a few years later Marco said that ACC and the collaboration with SRO was a kind of "vendetta" against the FIA for that xD) and they needed an alternative or something to do to keep the studio going. Marco played GT5 and the lightbulb went off and AC was born.
 
Last edited:
Yeah definitely the driving has been improved in 0.4. But I drove Nordschleife through like 5 times and then jumped back to AC1 and EVO doesn't drive even nearly as amazing as the original AC. EVO feels more like ACC. It's not bad but it doesn't have that same incredible feel as the original AC, which immediately feels super natural and responsive.

That's all I'm going to say and I don't have a technical explanation or anything like that. And I don't care what the sim racer influencers say, AC1 is still miles ahead when it comes to pure driving. I don't know what they did to get that unique driving feel, maybe the guys at Kunos don't know either. Not sure if they can ever dupilcate that.

It's actually quite sad. 11 year old sim is still in its own class when it comes to pure driving. I'd be the first one to jump off the AC1 ship but it's still so utterly superior. Hopefully they keep improving EVO as it's not bad at all. Flame on.
 
Back