Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter Paiky
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@__EASY__ the boards at T3 on Falkenberg are flickering, (in the corner before it as well but you hardly notice those unless in replay.)


these ones
upload_2021-6-8_6-18-2.png
 
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This is true, but we can't expect devs/modders to continue building games/mods targeting pc hardware from 2006. You'll find that the majority of people with specs like that have accepted that they can't run newer games, and they are happy playing games like Counter Strike, League of Legends, Runescape etc. It's a reasonable expectation that if you want to run newer games on the highest settings you should be upgrading your hardware at least every two-three years, and four-five if you're happy playing on lower settings.

None of that is the point i was making though.
And yes i'd imagine devs do look at the percentages of what the market uses and some will, more than others work with that info. Kind of why steam has those stats themselves.
Plus AC is a what 7 years old, I don't really think we should be expecting people to be on a 3080 to use it.
 
Ferrari F40 LM(Custom) v0.8.5 by F40 LM_Lover.

** Bug Fix Version 0.8.5 **
1. Change Logs(by F40 LM_Lover)
1) Fixed Wired Mapping(Front_Diffuser, Front NACA Duct, Side NACA Duct, Behind Front Air Vents, Rear Air inlets...)
2) Broken Face on the Left Window
3) Fixed holes on B-Pillars
4) Changing Un-Matched Preview Images
5) Graphical Offset
6) Fuse Box Texting Re-Position

2. Known Bugs : Reflection of Inside Door Panels



3. Link is below
https://mega.nz/file/Q4QGzZrS#lyrp3uWrWxI7QN1wCM7XE28XzgNTNazGTTizGdw6deU

Ferrari F40 LM(Custom) v0.8.5 by F40 LM_Lover.

** Bug Fix Version 0.8.5 **
1. Change Logs(by F40 LM_Lover)
1) Fixed Wired Mapping(Front_Diffuser, Front NACA Duct, Side NACA Duct, Behind Front Air Vents, Rear Air inlets...)
2) Broken Face on the Left Window
3) Fixed holes on B-Pillars
4) Changing Un-Matched Preview Images
5) Graphical Offset
6) Fuse Box Texting Re-Position

2. Known Bugs : Reflection of Inside Door Panels



3. Link is below
https://mega.nz/file/Q4QGzZrS#lyrp3uWrWxI7QN1wCM7XE28XzgNTNazGTTizGdw6deU

I Really like your F40! Great job Mate ;)
Tell me when you update it
Btw my new Video is with your F40 :)

 
Plus AC is a what 7 years old, I don't really think we should be expecting people to be on a 3080 to use it.
That really depends what you're doing with AC though. If you're running the base game as it was six and a half years ago then it makes complete sense that old hardware would still run it as it did before, when you add in the modern CSP and SOL updates you're no longer playing a six year old game, it's now a new game running on an old and unoptimized engine. I do agree that you shouldn't 'NEED' a 3080 to run the game though, but it's perfectly reasonable to think that you'll need one to use specialist options like VR, Triple Screens, 4K, Global Illumination, high AI counts etc.

With that said, I do have a 3080 (and an i9-9900k) and I do feel like I should be getting higher performance than I do, but we're looking at a game which has one person optimizing the code at this point.
 
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Well I´m also surprised the texture change didn´t have much effect, besides alleviating the buffer... did some testing, shadows off, grass fx off, spectators off (probably better to do it through model replacement btw) and some of the 3d grass off...
The crowd and grass fx seems to have the most impact, but there were a few places where I was still getting some big fps drops, couldn´t find an ovbious reason yet.

I just thinned the trees out a bit (shouldn't be too visible) and reduced the amount of things casting shadows (again, shouldn't have much of a visual impact) and renamed pretty much all of the objects so they make more sense and are easier to manage en-masse.

I saw a pretty big increase in FPS with this new version. Averaged 140ish and peaked at 188.

Please let me know how it goes.

https://www.racedepartment.com/downloads/circuit-antoine-schmit.43086/
 
I just thinned the trees out a bit (shouldn't be too visible) and reduced the amount of things casting shadows (again, shouldn't have much of a visual impact) and renamed pretty much all of the objects so they make more sense and are easier to manage en-masse.

I saw a pretty big increase in FPS with this new version. Averaged 140ish and peaked at 188.

Please let me know how it goes.

https://www.racedepartment.com/downloads/circuit-antoine-schmit.43086/
Same car, same conditions: 100.3 fps AVG...
I forgot to mention earlier: if you outbrake yourself and take the shortcut at the chicane, time still counts, no penalty.
 
Also if you look on steam for the percentages of what players are using hardware wise, contrary to what you imagine by how much you hear talk of NASA PC builds, its a very low percentage that use these rigs.
I can't remember the numbers but it was a YT linus tech video.
Point being.......... well you get my point.

edit:

https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

40% of steamers have 4 cores
8% (highest) run 1060's.
over 20% have 2 cores!
0.26% running rtx 3060's

I'm not quite sure this message was directed towards me other than the fact that I mentioned the hardware I tested with. I wasn't saying it should require that hardware, and I'm actually actively trying to get it working well on less powerful hardware, since I was unaware there was an issue. It's the only hardware I've got to test on, so...

None of that is the point i was making though.
And yes i'd imagine devs do look at the percentages of what the market uses and some will, more than others work with that info. Kind of why steam has those stats themselves.
Plus AC is a what 7 years old, I don't really think we should be expecting people to be on a 3080 to use it.

First and foremost I make the tracks I do because I want to race on them so as long as they run well on my machine I'm usually satisfied, and sharing them with everyone else is just a bonus. When I hear there are issues with less powerful hardware, I'll work to resolve them.

Same car, same conditions: 100.3 fps AVG...
I forgot to mention earlier: if you outbrake yourself and take the shortcut at the chicane, time still counts, no penalty.

Are the visual sacrifices obvious and crappy looking? I think that's the best I'll be able to get on my own. Also... dangit about forgetting the surface there...
 
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That really depends what you're doing with AC though. If you're running the base game as it was six and a half years ago then it makes complete sense that old hardware would still run it as it did before, when you add in the modern CSP and SOL updates you're no longer playing a six year old game, it's now a new game running on an old and unoptimized engine. I do agree that you shouldn't 'NEED' a 3080 to run the game though, but it's perfectly reasonable to think that you'll need one to use specialist options like VR, Triple Screens, 4K, Global Illumination, high AI counts etc.

With that said, I do have a 3080 (and an i9-9900k) and I do feel like I should be getting higher performance than I do, but we're looking at a game which has one person optimizing the code at this point.

But vanilla AC runs worse (or little better) than with CSP, Ilya added better optimisation IMO.
Why would he not? More customers.

Anyway you are still way off understanding my original point, and in that time gutbomb has optimised the track.

Another case in point is how incredibly well optimised AMS2 is. You would aim to want a game to run on a lot are varying systems and specs.
Th outlier in sims is ACC which is a vanity project from a team who made multi millions from AC and could afford to disregard millions of sales by having a sim that really needs NASA specs...
 
I just thinned the trees out a bit (shouldn't be too visible) and reduced the amount of things casting shadows (again, shouldn't have much of a visual impact) and renamed pretty much all of the objects so they make more sense and are easier to manage en-masse.

I saw a pretty big increase in FPS with this new version. Averaged 140ish and peaked at 188.

Please let me know how it goes.

https://www.racedepartment.com/downloads/circuit-antoine-schmit.43086/


works fine on my setup, im locked to 60fps and vsync so no idea what it does above that.
 
.../...
Are the visual sacrifices obvious and crappy looking? I think that's the best I'll be able to get on my own. Also... dangit about forgetting the surface there...
It still looks good, except that when driving the S/F line (Rue du Circuit after T22 Patignies) the tree line on the hill pops in and I have some strange shadows on that spot ?
 
But vanilla AC runs worse (or little better) than with CSP, Ilya added better optimisation IMO.
Why would he not? More customers.

Anyway you are still way off understanding my original point, and in that time gutbomb has optimised the track.

Another case in point is how incredibly well optimised AMS2 is. You would aim to want a game to run on a lot are varying systems and specs.
Th outlier in sims is ACC which is a vanity project from a team who made multi millions from AC and could afford to disregard millions of sales by having a sim that really needs NASA specs...

engine optimization is one thing, content optimization is another. 99% of mods are simply not made for the engine and are converted from another. GTSport stuff is far heavier than Kunos content and is designed to work best with GT's engine.
 
But vanilla AC runs worse (or little better) than with CSP, Ilya added better optimisation IMO.
Why would he not? More customers.

Anyway you are still way off understanding my original point, and in that time gutbomb has optimised the track.

Another case in point is how incredibly well optimised AMS2 is. You would aim to want a game to run on a lot are varying systems and specs.
Th outlier in sims is ACC which is a vanity project from a team who made multi millions from AC and could afford to disregard millions of sales by having a sim that really needs NASA specs...
Yes, Ilja added plenty of optimization options that really do help, but he also added things like RainFX, ASSAO, HBAO, Particle FX, GrassFX etc that all lower fps. My point is that if you're using any of those options, it's not longer the same six year old game so you shouldn't expect the same level of performance.

I'd argue that ACC runs pretty well as long as you're not using VR or triples. I had no issues running the game on high settings at 3440x1440 with my old 980 Ti, and before Covid hit that card was worth almost nothing.

Obviously if a developer can optimize their game for lower end hardware, that's great, but they have to pick a 'recommended' level and aim for that first. I'd argue that a Nvidia RTX 2070 or AMD RX 5700 XT is the perfect benchmark for 4k as it's roughly on par with a PS5, scaling down to a Nvidia GTX 1070 or AMD RX Vega 56 for 1080p. The ACC comment is relevant to this as the recommended specs for that game are far below this level (Assetto Corsa Competizione requires at least a Radeon R9 290X or GeForce GTX 970 4GB to meet recommended requirements running on high graphics setting, with 1080p resolution.)

AMS2, and Project Cars 2, are the unicorn games that both run well and look incredible even on low settings, and that is entirely due to the madness engine. Be careful what you wish for with that though, AMS2 has shown the issues with that engine pretty clearly, and you can say goodbye to modding if AC2 uses the madness engine.

Now back to your comment saying that I missed your point, that's probably correct. My comments were a response to the steam hardware survey that you added in your edit.
 
It still looks good, except that when driving the S/F line (Rue du Circuit after T22 Patignies) the tree line on the hill pops in and I have some strange shadows on that spot ?

Are the strange shadows in that spot on the ground? Any chance you could post a screenshot? Thanks for your help BTW. I've fixed the surface thing and I'll push an update after I can get to the hillside tree fix.
 
I'm not quite sure this message was directed towards me other than the fact that I mentioned the hardware I tested with. I wasn't saying it should require that hardware, and I'm actually actively trying to get it working well on less powerful hardware, since I was unaware there was an issue. It's the only hardware I've got to test on, so...



First and foremost I make the tracks I do because I want to race on them so as long as they run well on my machine I'm usually satisfied, and sharing them with everyone else is just a bonus. When I hear there are issues with less powerful hardware, I'll work to resolve them.



Are the visual sacrifices obvious and crappy looking? I think that's the best I'll be able to get on my own. Also... dangit about forgetting the surface there...

No not aimed at you particularly, just it reminded me of the linus tech video. I didn't have any issues with the track first time round on first play as just hot lapped it and seemed OK performance wise.
Its a nice track, certainly not made for this beast and wasn't ready for the hairpins!!

Screenshot_vtrc_man_h_gb_gedinne_7-5-121-22-33-44.jpg
 
The 2017 version has this effin weird texture thingy there which freaks me out for years every time I pass by there :lol::banghead:


detroit8qk0y.jpg

I've never noticed that.
I'm hoping that a scratch-made version of Belle Isle will be released one day. It was rumoured at one time that Lilski was working on it, but I wonder if the track mesh that I included is all he will ever do with the track.
Are there any better versions in other games that could be converted?
 
Are the strange shadows in that spot on the ground? Any chance you could post a screenshot? Thanks for your help BTW. I've fixed the surface thing and I'll push an update after I can get to the hillside tree fix.
Some pics where the tree line pops up.
field.png


fields.png


treeline.png


treeline2.png


I hope it helps locating it.
 
The 2017 version has this effin weird texture thingy there which freaks me out for years every time I pass by there :lol::banghead:


detroit8qk0y.jpg

It should look like this (Detroit Belle Isle 2012 version):

tower.png


I've never noticed that.
I'm hoping that a scratch-made version of Belle Isle will be released one day. It was rumoured at one time that Lilski was working on it, but I wonder if the track mesh that I included is all he will ever do with the track.
Are there any better versions in other games that could be converted?

From Belle Isle 2012: nicer environment:

ferris.png


bridge.png
 
Some pics where the tree line pops up.
View attachment 1016106

View attachment 1016105

View attachment 1016103

View attachment 1016104

I hope it helps locating it.

Awesome thanks, that's perfect. I did find the spot but I am not getting the pop-in on those trees. I must have a LOD override setting on or something that works on the object but not the shadow. I do see the shadow pop-in you're talking about. I just did some tweaking at it happens as soon as you get within 800 meters of one of the trees in that group, and 800 is what I have LOD OUT set to for that object group. I'm gonna increase it to 1200 and it should be fine and that should take care of both the object and shadow pop-in.

Any chance you could send me the section file it looks like you're working on? :)
 
Uhh I dont recall my old 2012 version looking like that :eek:
It's the Rainmaker / updated by Assetto-fr.tk v1.3

Awesome thanks, that's perfect. I did find the spot but I am not getting the pop-in on those trees. I must have a LOD override setting on or something that works on the object but not the shadow. I do see the shadow pop-in you're talking about. I just did some tweaking at it happens as soon as you get within 800 meters of one of the trees in that group, and 800 is what I have LOD OUT set to for that object group. I'm gonna increase it to 1200 and it should be fine and that should take care of both the object and shadow pop-in.

Any chance you could send me the section file it looks like you're working on? :)
Sure, I noticed you made one too, but I combined it with the one I made for the other version a couple of years ago and with some notes I found.
Made it for myself but feel free to use it:
 

Attachments

  • sections.ini.txt
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Hi, OK so can anyone shed some light on the meaning of the Gbuffer section? And should it match the one above it.
Been fiddling and just don't understand what buffer is in this context?

MAIN=2, 8, 8, 28
GBUFFER=2, 8, 8, 12
SHADOWS=2, 4, 4, 12
 
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