Assetto Corsa PC Mods General DiscussionPC 

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I've been sticking with an old version of the nVidia driver for my 3090ti, mainly because for some reason past 2025 the new versions of the drivers doesn't let me use 1440p anymore. Outside of AC I don't really play a whole lot of other things that really uses DLSS or anything so I didn't really care about the new drivers(also since I am using a TV as my single monitor I do vsync to 60fps so extra fps isn't a thing to me). To give this new CSP a fair shake I updated to the latest driver and sticks with 4k res. Playing with different DLSS settings and honestly it doesn't really help me playing the game. 4k looks good, but I can run 4k with 8x MSAA and no DLSS, and with 46 cars they don't see that different to running with DLSS in balanced and the MSAA looks marginally better especially with that draw distance thing that I was trying to show before. And in replay anything thats more distant looks distorted in DLSS modes. And both sometime noticeably drops below 60fps with traffic. So I've since changed back to my old driver and back to running 1440p with everything else maxed out.

Cool effort bringing the old game to run new tech, but I guess new tech isn't that useful to my use...
 
Released : Audi RS2 Touringcar (Fictional)

Author:F302

3D Model Car :The Crew2

Texture Update : F302 (rework)

3d work: F302

Template includ.



I hope u enjoy the Carps : send feedback ,bugs ,missing things

tested on 0.3.0-preview140

PP filer PURELIFE EVO GT



have fun!



To install, move folders to "...\SteamApps\common\assettocorsa" or simplydrag'n'drop archive to Content Manager



https://mega.nz/file/xTcE3RiC#4r6T2l0Skyql1r4aW9hfU4pFn6n9IUxD9RyYsVj-_xo



View attachment 1524707
nice work on that car!
any chance to fix that?
RS2.webp
 
Released : Audi RS2 Touringcar (Fictional)

Author:F302

3D Model Car :The Crew2

Texture Update : F302 (rework)

3d work: F302

Template includ.



I hope u enjoy the Carps : send feedback ,bugs ,missing things

tested on 0.3.0-preview140

PP filer PURELIFE EVO GT



have fun!



To install, move folders to "...\SteamApps\common\assettocorsa" or simplydrag'n'drop archive to Content Manager



https://mega.nz/file/xTcE3RiC#4r6T2l0Skyql1r4aW9hfU4pFn6n9IUxD9RyYsVj-_xo


View attachment 1524707
i spotted this......the blur is correct on all wheels and the other 3 are good just this one is a bit out

Screenshot (1087).webp
 
Guys, help me solve a problem. I've been having this ghost-like effect in the shadows of the car ever since the new CSP. The faster I go, the more the reflection increases and multiplies. Even changing the PPfilter doesn't go away.
I noticed that if I disable ExtraFX, it disappears, but even disabling the settings one by one doesn't remove it. What setting could it be?
Thanks
I had that with DLSS, you can fix it by changing the preset (preset M for example got rid of ghosting for me as opposed to whatever the auto selection was) or by changing from DLSS to Snapdragon GSR2, which I find to be a little bit better than DLSS right now.


Released : Audi RS2 Touringcar (Fictional)
Extremely based, we love fictional cars
 
Hi,
I know it's a bit complicated, but could someone suggest or send the TCR mods in a standard package? Does anyone have these mods, with grids for all the cars?

Edit

Or this skin pack, please...


#71,294
 
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I tried preview 342 just to test the new TAA implementation and was pleasantly surprised. I've always thought TAA in AC was the best antialiasing, but I avoided using it because of the artifacts it produced, specifically ghosting. With P-342, that's gone. It's expensive in terms of FPS, but it's worth using if you have the margin there.
 
Cant tell any differences in low quality browser screenshots though.
looks like the GTP resized the pic, the main thing is kinda visible though, the track edge white line, in DLSS it kinda terminates halfway up the screen and when you are driving it kinda renders infront of you as you get there. Without DLSS you can see the line pretty much all the way til horizon...
 
__custom_showroom_1774852546.webp


Hello!

Today, finally release day for all of our Audi LMP's, including our newest addition, the 2016 Audi R18 LM spec version, Audi's final contender for the 24H of Le Mans.

Tom also included an physics update for the 2016 Porsche 919 from Kunos, so those cars are balanced to race together.

Included:

  • 2009 Audi R15 TDi - Sebring spec
  • 2009 Audi R15 TDi - Le Mans and Petit Le Mans spec
  • 2010 Audi R15+ TDi - ALMS/LMS Spec
  • 2010 Audi R15+ TDi - Le Mans spec
  • 2011 Audi R18 TDi
  • 2012 Audi R18 TDi Ultra
  • 2012 Audi R18 e-tron quattro
  • 2013 Audi R18 e-tron quattro RP3
  • 2016 Audi R18 RP6
  • 2016 Porsche 919 - only data.acd with Physics update (kunos car)
All already released cars received some minor updates here and there.

Also thanks to MS6Driver and Skierdude for the skins on these cars,

Enjoy!

r18_2016_1.webp
screenshot1.webp
r18_2013_1.webp
r18_2011_0.webp
r15_2009_0.webp


 
No, but here's what I found:
  • with Pure LCS, every new upscaling method gives virtual mirror excessively bright when the sun is on the sky, no matter what other settings in weather or graphics adjustments you choose.
  • with Pure Gamma the mirror is somehow ok (not entirely correct) but only if you check "Automatically guess white reference point" from Weather FX - Experimental tweaks. Otherwise the virtual mirror is unusable bright.
So, could we assume that this new upscaling methods doesn't deal correctly the "white reference point" for virtual mirror, whatever that means?
I released a hotfix for Pure. It is now needed to care about the postprocessing of the virtual mirros. With the newest CSP it is possible to override its shader and so an own postprocessing could be made.

For the virtual mirror i now use a very practical tonemapping which will work in all situations, but it now works if upscalers are used or not.

The fix is for Pure LCS and Pure Gamma:

1774854904564.webp
 
I've been sticking with an old version of the nVidia driver for my 3090ti, mainly because for some reason past 2025 the new versions of the drivers doesn't let me use 1440p anymore. Outside of AC I don't really play a whole lot of other things that really uses DLSS or anything so I didn't really care about the new drivers(also since I am using a TV as my single monitor I do vsync to 60fps so extra fps isn't a thing to me). To give this new CSP a fair shake I updated to the latest driver and sticks with 4k res. Playing with different DLSS settings and honestly it doesn't really help me playing the game. 4k looks good, but I can run 4k with 8x MSAA and no DLSS, and with 46 cars they don't see that different to running with DLSS in balanced and the MSAA looks marginally better especially with that draw distance thing that I was trying to show before. And in replay anything thats more distant looks distorted in DLSS modes. And both sometime noticeably drops below 60fps with traffic. So I've since changed back to my old driver and back to running 1440p with everything else maxed out.

Cool effort bringing the old game to run new tech, but I guess new tech isn't that useful to my use...
Which NVidia driver have you reverted to then? Just curious knowing.
(I myself am not using the far latest also, but 591.74 Studio (NSD) works very well for me on RTX 4070 Super.)
 
View attachment 1524816

Hello!

Today, finally release day for all of our Audi LMP's, including our newest addition, the 2016 Audi R18 LM spec version, Audi's final contender for the 24H of Le Mans.

Tom also included an physics update for the 2016 Porsche 919 from Kunos, so those cars are balanced to race together.

Included:

  • 2009 Audi R15 TDi - Sebring spec
  • 2009 Audi R15 TDi - Le Mans and Petit Le Mans spec
  • 2010 Audi R15+ TDi - ALMS/LMS Spec
  • 2010 Audi R15+ TDi - Le Mans spec
  • 2011 Audi R18 TDi
  • 2012 Audi R18 TDi Ultra
  • 2012 Audi R18 e-tron quattro
  • 2013 Audi R18 e-tron quattro RP3
  • 2016 Audi R18 RP6
  • 2016 Porsche 919 - only data.acd with Physics update (kunos car)
All already released cars received some minor updates here and there.

Also thanks to MS6Driver and Skierdude for the skins on these cars,

Enjoy!

View attachment 1524814View attachment 1524815View attachment 1524813View attachment 1524812View attachment 1524811

Quick question : is the '16 TS050 in the pipeline ? I've got the PC2 model sitting on my drive but rally cba to do it.
 
Is there something to make the AI use the Push To Pass system tactically?

The AI just uses it whenever it can, and by lap 10 or so, they've used up all of the PTP charges, I'd like it so that they try and use it tactically.
 
Which NVidia driver have you reverted to then? Just curious knowing.
(I myself am not using the far latest also, but 591.74 Studio (NSD) works very well for me on RTX 4070 Super.)
566.36, its like from end of 2024. I tried a bunch in between and that was the newest one that lets 1440p work on my setup...
 
how to turn down the brightness off those lights down without touching the glare quality

is there a .ini file to change that
 

Attachments

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I tried the new DLSS on my triple monitors and I'm finding things look disappointing compared to MSAA. Maybe I have some settings that need to be adjusted to make the picture better?


Initially, it wasn't working when I turned it on, the game looked bad with lots of aliasing. Turned it off, then tried TAA in Extra FX. Got an error to turn off Motion blur in settings first. Then TAA worked. I then switched back to DLSS, which works now BUT text on the dash, road textures etc look noticeably worse with DLSS. However, when I take a screenshot, everything looks sharp and crisp... Is the game rendering at a much lower resolution even though I have it set to DLAA Quality (100%)? No real difference with preset K/L/M in terms of texture quality. Anyone experience similar?


Also noticed big differences in how the fence is rendered depending on method chosen. MSAA rendered the fence in more detail at a greater distance. But again.... If I take a screenshot with MSAA/DLSS/TAA they all look crisp and sharp with the fence detailed and greater distance rendered which is not how its rendered live.

Mazda MX Cup
Tsukuba Circuit

MSAA: OFF
Upscaling: ON - DLSS w/ DLAA 100%
Preset: K

Extra FX: ON
Allow Extra FX in triple screen mode: Checked

Triples:
Lower upscaling quality for side screens: Unchecked

DLSS Dash:


MSAA Dash:


DLSS Fence:


TAA Fence:


MSAA Fence:


Screenshot of DLSS (May have to first expand the image, then right click and open image in new tab for full res)
 
I think the best thing people can do is google DLSS and its main purpose. In a nutshell if you have a 2060 thaty is struggling in cyberpunk you use DLSS to gain frames at a small cost to image quality.
In 2026 its main purpose is to allow devs to not really bother with optimization, or for NVIDIA to make up stuff like 5060 is as good as a 4090 using fake frames.
To use it in AC with DLAA isn't really the point.
It might work but i question the 'game changer' i am hearing.
Using DLSS so you can run grids of badly optimized mods is fine, but i think its being over stated how amazing this is for AC.
 
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