Assetto Corsa PC Mods General DiscussionPC 

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I find the shadows "calmer" when I disable "custom shadow matrices". Still some jagged shadows, but they tend to stay more still and not creep all over the place.
@fleskebacon; Would like to try; where can I find this setting in CSP? Under "Smart Shadows" tab?

1772653008563.webp


Entering "matrices" in search does not yield anything. Thanks in advance.
 
Is anyone else still experiencing really terrible quality track shadows with the latest CSP?
It seems like Smart Shadows has been broken for quite some time.
No matter what settings I change, track shadows (eg cast along the track surface or on vertical walls from an overhead grandstand roof) go noticeably jagged, low-res and blurry a short distance in front of the car. And even when I'm not moving, shadows are constantly rippling and floating down the track as if they're on a moving conveyor belt.
Ilja says he can't replicate it, but for me it's been like this for months, and the latest build is no different.
Adjusting time progression in the Drive screen and in Pure planner makes no difference, so it's not related to accelerated time.
Is anyone managing to get sharply-defined track shadows, and if so, can you please share your smart shadow settings (and any tips you might have)?
As things stand they're a huge ugly distraction.
the terrible shadows made me dig up my username to come see if its just me, or CSP broke the game.. long time no talk dude.
 
The worst bit for me is seeing old videos i did using the first SOL weather system and how great it all looked, and by first i mean like 4 years ago. I can get PURE looking good in certain situations, and take great photos, but in daily use for me its to inconsistant.

Then there is CSP which is just after 4000 hrs in AC, really a grind and a mess of settings. I dont fiddle as much as i used to and i'm happy with AC and still use it, but Mascot is right in questioning if there is a bit of 'for the sake of it' to keep the money rolling in.

I honestly think you could go back to a much older CSP and have a great time, problem is they have orcastrated this clever rouse by fluke or cunning, that means you HAVE to upgrade to use certain mods.....

The biggest problem is that we are never going to get another AC, those days are gone, so we have what we have, if i ever get totally fed up i'll revert back to a really old CSP build and use the oldest SOL.

In fact did i once read you can have two AC's i.e run vanilla AND content manager?
 
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I still run CSP 0.179 and SOL in my gaming machine. I have the newest CSP in my other machine only for testing purposes.

What really bothered me was the new AI issues that changed some classic track fastlanes. Like on ACU Interlagos cars suddenly started to crash to the pitwall, 2018 Monaco cars suddenly started to hit the barriers. And then the weird pitlane mayhems, etc. Even Kunos F2004 ran out of the track on the Kunos Nurburgring GP circuit (Valvoline/Ford curve) with the default settings. I had to take tyres from VRC 2005 in order to get that season playable.

I still don't know what Content Manager changes created those issues as they started to happen even when CSP wasn't updated. Nobody knows.

I gave up modding and creating the old F1 seasons because of that and just play modern F1 on F1 2020, 2021 and 25 now. What you lose in the driving feel, you get back from the brilliant ai and perfect modern F1 rules. Plus 2020 and 2021 are super enjoyable to drive and race, anything newer not that much but they're ok.

AC is still superior when it comes to classic F1 and I think I got my all old seasons playable. But it's too much work to maintain everything whenever the good old, proven fastlanes suddenly change and stop working with some weird new CM ai update without any reason whatsoever. Don't fix what ain't broken. I believe those AI issues are Content Manager related, not CSP.
 
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1772704701422.webp


These are my settings as this bothered me for a long time, this is CSP 0.1.79 mind, so not sure how useful that is for the majority.

Here's a brief clip showing the dreaded shadow chasing is pretty much eliminated while quality remains just about okay. Could be better but this works for me and is no longer distracting. Obviously due to YT quality loss it looks worse in the clip than in game. No idea if this would look okay in VR or newer CSP versions.

 
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the terrible shadows made me dig up my username to come see if its just me, or CSP broke the game.. long time no talk dude.
Holy blast from the past! Welcome back to the alternative reality of the Custom Shaders Patch. How was the coma?
I reverted to 0.2.11 and not only do the shadow splits actually seem to work as intended, the shadows themselves are also crisp, stable and static, and don't migrate across surfaces like slow-moving saw blades.
@Peter Boese please try this yourself if you think nothing has changed for the worse, and as you have a hotline to Ilja, please report it to him because he currently seems oblivious to the problem.
 
View attachment 1517701

These are my settings as this bothered me for a long time, this is CSP 0.1.79 mind, so not sure how useful that is for the majority.

Here's a brief clip showing the dreaded shadow chasing is pretty much eliminated while quality remains just about okay. Could be better but this works for me and is no longer distracting. Obviously due to YT quality loss it looks worse in the clip than in game. No idea if this would look okay in VR or newer CSP versions.


Thanks for the video, that's a useful reference of what shadows used to look like in earlier CSP builds. Something got broken since then, so hopefully Ilja will acknowledge the issue and implement a fix.
 
View attachment 1517701

These are my settings as this bothered me for a long time, this is CSP 0.1.79 mind, so not sure how useful that is for the majority.

Here's a brief clip showing the dreaded shadow chasing is pretty much eliminated while quality remains just about okay. Could be better but this works for me and is no longer distracting. Obviously due to YT quality loss it looks worse in the clip than in game. No idea if this would look okay in VR or newer CSP versions.


whats the track? i'll try to do the same drive with different CSP versions.
 
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Holy blast from the past! Welcome back to the alternative reality of the Custom Shaders Patch. How was the coma?
I reverted to 0.2.11 and not only do the shadow splits actually seem to work as intended, the shadows themselves are also crisp, stable and static, and don't migrate across surfaces like slow-moving saw blades.
@Peter Boese please try this yourself if you think nothing has changed for the worse, and as you have a hotline to Ilja, please report it to him because he currently seems oblivious to the problem.
i did a comparison between 0.2.11 and 0.3.302 and i find it more stable in the 302 build.
Esp. with things like this difficult geometry:
this is 0.2.11 and plain CSP settings
1772708145146.webp


and this is 0.302 also with plain CSP settings:
1772708181830.webp


The visible split transition is farer away
Do you use some custom settings there?

Maybe it would be good, you gave me a realy bad example and i test it exactly on my side.
Same track, same time, date and so on....
 
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i did a comparison between 0.2.11 and 0.3.302 and i find it more stable in the 302 build.
Esp. with things like this difficult geometry:
this is 0.2.11 and plain CSP settings
View attachment 1517731

and this is 0.302 also with plain CSP settings:
View attachment 1517732

The visible split transition is farer away
Do you use some custom settings there?
Yes, I use custom splits, not the automatic ones, as I always used to get better results. Automatic splits seemed to give ugly results.
Please try a section (or different track) that has a large shadow cast onto the track from (for example) a grandstand roof. Spa would work at the right time of day. In the latest CSP you should see the shadow edges jagged and animated/rippling, whereas in 0.2.11 the edges are stable, static and sharper.
 
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Yes, I use custom splits, not the automatic ones, as I always used to get better results. Automatic splits seemed to give ugly results.
Please try a section (or different track) that has a large shadow cast onto the track from (for example) a grandstand roof. Spa would work at the right time of day. In the latest CSP you should see the shadow edges jagged and animated/rippling, whereas in 0.2.11 the edges are stable, static and sharper.
1772709650193.webp

1772709682300.webp


the noticable things are in this situation, where the shadows pop out when you come near:
1772709800995.webp


and that is with automatic slits off:
1772709860171.webp

Then you see clear transitions between the cascades.

So i now found a good place to test:
CSP 0.2.11
1772710299909.webp


CSP 0.3.302
1772710334424.webp
 
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Speaking of Pure, someone in a Discord server told me that @Peter Boese has to update his Pure mod after x4fab/Ilja recently released his latest CSP update in order to have proper glare in LCS across ALL post process filters, is this true?
 
Speaking of Pure, someone in a Discord server told me that @Peter Boese has to update his Pure mod after x4fab/Ilja recently released his latest CSP update in order to have proper glare in LCS across ALL post process filters, is this true?
No you don't need it actually. Some things for the Glare must be updated to show properly with the pure ppfilters, but this is just fine tuning. It will already work for the other ppfilters you use. But there might come an update from all the ppfilter creators with proper finetuning. Pure 3.18 is ready, but i'll wait for Ilja, he is currently fixing the broken CSP launch in Linux. And i want that Pure is also working in Linux with the new release.

In the new Pure i added more things to prevent os system function calls in pure scripts, so its not that easy to do unwanted stuff by suspicious people. And i integrated more features for shader and ppfilter creators...
 
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View attachment 1517733
View attachment 1517734

the noticable things are in this situation, where the shadows pop out when you come near:
View attachment 1517735

and that is with automatic slits off:
View attachment 1517736
Then you see clear transitions between the cascades.

So i now found a good place to test:
CSP 0.2.11
View attachment 1517737

CSP 0.3.302
View attachment 1517738
Thanks Peter, but it's quite difficult to see from images what the issue actually is, or which is subjectively 'better'. Detail that's obvious on our own screens or in VR headsets gets lost in images.
With your cockpit view 0.3.302 (last image above), on the large shadow across the track are you seeing the shadow edge moving, as if it's animating/rippling, and is this animating edge jagged/sawtooth? That is one of the issues that 0.2.11 does not have.
Also, are custom splits working as intended in 0.3.302?
If you don't have these issues, then they may be caused by a conflict elsewhere (shadow resolution, AA solution, Sol/Pure/vanilla weather, or any number of other random CSP options).
I can't really comment on what you're seeing as it's not really clear in the images, but for me (and from anecdotal evidence in this thread, for a lot of other people) Smart Shadows look a LOT worse than they used to.
 
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Can be added trough extensions folder and the wobbling can be also done trough config stuff. So just need someone to provide with an foxtail .kn5 and it can be easily done.
Here are the files of the foxtail :)

From what i see is that in the KN5 files its missing the animation settings (in 3dsimed)
see screenshot for the animated wiper settings of the Opel I don’t know how to add that
Also the material settings are different between both (to add the animation i guess) stuff I have no knowledge of


1772714752320.webp
 
Thx! 👍 Maybe now the miracle will happen. But I have sadly learned not to be too happy too soon. But this however is a great step ahead is it not!? C'mon you modding geniuses! Piece de gateau - right!? 😎
 
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I have a quick question to the Forum! Is there a way to use the F6 Cameras from the Vanille Game whilst Running csp? I cant Figure it out- f6 simply does not work with csp for me. Thanks in advance!
 
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I have a quick question to the Forum! Is there a way to use the F6 Cameras from the Vanille Game whilst Running csp? I cant Figure it out- f6 simply does not work with csp for me. Thanks in advance!

Works fine for me, do you have it assigned to a key in controls? With CSP it's possible to change the binding.
 
I still run CSP 0.179 and SOL in my gaming machine. I have the newest CSP in my other machine only for testing purposes.

What really bothered me was the new AI issues that changed some classic track fastlanes. Like on ACU Interlagos cars suddenly started to crash to the pitwall, 2018 Monaco cars suddenly started to hit the barriers. And then the weird pitlane mayhems, etc. Even Kunos F2004 ran out of the track on the Kunos Nurburgring GP circuit (Valvoline/Ford curve) with the default settings. I had to take tyres from VRC 2005 in order to get that season playable.

I still don't know what Content Manager changes created those issues as they started to happen even when CSP wasn't updated. Nobody knows.

I gave up modding and creating the old F1 seasons because of that and just play modern F1 on F1 2020, 2021 and 25 now. What you lose in the driving feel, you get back from the brilliant ai and perfect modern F1 rules. Plus 2020 and 2021 are super enjoyable to drive and race, anything newer not that much but they're ok.

AC is still superior when it comes to classic F1 and I think I got my all old seasons playable. But it's too much work to maintain everything whenever the good old, proven fastlanes suddenly change and stop working with some weird new CM ai update without any reason whatsoever. Don't fix what ain't broken. I believe those AI issues are Content Manager related, not CSP.
While we're on the topic of CSP and its effect on AI, I'll humbly re-air my biggest grievance:
CSP_Le_Mans_1970_start.webp


With or without "New AI behaviour", the latest CSP builds (anything after CSP 0.2.9) result in varying degrees of en****ification.

This is Le Mans 1970 by KJRacing81/nobody but similar behaviour is observed on any track with Le Mans style starts.
 
While we're on the topic of CSP and its effect on AI, I'll humbly re-air my biggest grievance:
View attachment 1517846

With or without "New AI behaviour", the latest CSP builds (anything after CSP 0.2.9) result in varying degrees of en****ification.

This is Le Mans 1970 by KJRacing81/nobody but similar behaviour is observed on any track with Le Mans style starts.
You can add Fuji1968 and a good bunch of Sergio Loro tracks that have 3 wide cars at start or super wide grids.

It's a little infuriating when working on the AI. Is my app responsible? Is it CSP? The mod? The fastlane? Glad you posted this because it really made me scratch my head on Fuji68.
 
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Still trying to find out what's going on with this Guerilla GT4 update. I've only gotten a CM update for it - no info on Patreon or any new links (I prefer to clean-install and not use CM Update).

Is there anyone who knows what's up with these, or someone who's been in contact with Guerilla about them? They've needed a car-side AI rework for ages, they're unraceable in single-player AI events, with tons of slinging off the road and spectacular accidents.


Cheers to anyone who may know.
 
Monza 2025-ish (beta 0.99)

MediaFire link: monza_2025_beta

MEGA link: monza_2025_beta

Throwing this out there for anyone to try in the hopes to get a little feedback. I am concerned about flickering on the sponsor banners. I had to fix a lot of them and redo a lot of the uv mapping for the textures. I do not see any but i'm on an old CSP version and don't know if that would make a difference.

Don't let the name fool you. This is not a representation of the track in 2025. It's just a name I picked so I can separate this version from the Kunos version in my CM track list. It is nothing more than all of the mods i've created or downloaded for Monza rolled into one track so I can keep the original Kunos version 'clean'. It is a beta version (about 90% complete) so you can expect to see some obvious mistakes and maybe some poor texture choices. Because it's based on the original Kunos track, you are free to use any mods for that track with this one, such as ai files, track skins, etc. The one thing you can't do is use a mod that will overwrite the ext_config file. That would cause some issues.

Credits:
-- @Masscot for the animated flagmen and balloons
-- Assets used from the monza2022crf version of the track.
-- knicker for the crowd files.
-- @andrevr for the Temple of Speed banner image

While this track is not as confusing as some of my other ones, I still need to explain a few things:

-- There are two layouts, the base layout and a raceday layout that adds sponsor banners in some spots based on a 2025 GT World Challenge video I watched as a reference. The raceday layout is best to use with modern cars because the sponsors wouldn't make much sense for cars 10+ years old. Also, when using the raceday layout, I would suggest enabling the 2025 Raceday track skin to complete the look.
-- There are four 'Years' track skins that will bring back certain buildings and structures to make the track more period accurate. For example, enabling the 2010 (probably should have been named pre-2010) skin will make the track look like the Kunos default version with no structures hidden.
-- For performance reasons, I have the animated flagmen and live jumbotron displays off by default for older computer users. You can turn them on by enabling the appropriate track skin. Plus it's nice to turn them off when driving a practice session.
-- Last thing, there is a huge difference in how bright the crowds look depending on whether you use CSPs 'New spectators rendering method' so you might have to do some adjusting to the ambient and diffuse values in the camera_facing file. I have it setup for my CSP options, but yours may be different.

Have fun and hope to hear from someone on any issues you may see. If not, then i'll just keep plugging along thinking everything is all right.
Track has been updated to version 0.99 for anyone interested. Use either link in the quote to get the new version. I believe it is safe to just extract and overwrite when it asks. The safest bet is to delete your existing track folder first, but you can try the first method and see what happens.

The update is primarily about trying to get the Ascari area a little more accurate, but I think I did a couple of other things that may have already been done in the previous version.

Notable changes:

-- Removed a wall coming out of the first chicane that I did not see anymore in recent videos and moved some trees around to expose the small grandstand for 2023 and 2025.
-- First attempt at making the kerbs in Ascari more accurate for 2025. I believe the two middle kerbs should be wider and the exit kerb is too wide. Things that can be fixed later after I get some opinions from people who may know how they should be. The first Ascari turn is not done yet so the cutoff concrete area is currently too big.

Last thing about the kerbs. I never could get a sense of how rigid the kerbs should be because of not being able to get a good real life overhead image of the area. Right now I think I have too many ridges in them. I'm in the process of making another version that staggers the ridges apart more, but it's a lengthy process. There are 62+ kerb segments with 6 sections in each segment that need edited. That's 372 times I have to make the same Blender edits with each one taking about 5 minutes. You can do the math to figure out how many hours it's going to take to finish. The nice thing is it will give me time to hopefully get some feedback on the changes as a whole and adjust as needed.

acs 2026-03-05 20-07-23.webp
 
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