Assetto Corsa PC Mods General DiscussionPC 

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how to turn down the brightness off those lights down without touching the glare quality

is there a .ini file to change that
 

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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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An almost full list of cars to come in the next major update, quite a few of the old cars have new samples and the performance of all previous cars have been altered since i've learned how to get much more in depth results with tuning. A few of the cars while not originally in PGR4 are cars that I have added either as placeholders (Such as the RUF RTurbo which was in PGR3, since there isn't a 2007 RT12 mod available and I do not want to use the 997 Turbo since it'll be the odd Porsche out) or cars I feel would've fit in with the current roster. (Ex. the S7-R would've fit in A Class with it's real life rivals the R-GT and DBR9). The CCR and Zonda C12-S are used instead of the CCX and Zonda F as in PGR4 due to both cars actually using the sounds from the former instead of using the correct sounds. From my research these are the only 2 cars ingame that use the wrong sounds compared to the real versions.

WUB1e7e.png

hHtmUwy.png

q7pSodW.png

BbtkewW.png


The TRD 3000GT was cut due to not being able to really gauge a proper class for it and also it's hard to find good samples of what the car sounded like stock from the factory.
This isn't the full list as there's atleast 5 other cars that I haven't even started on yet, a few will be cars that weren't in the original game but I feel would've been included if they were released at the time; while other's such as the Diablo GT are returning cars from PGR3 that weren't in PGR4.
I am filling out the classes as once I get a good amount of cars released I will start to work on Championships for the classes and eventually will do a full career mode mod for the cars aswell though I won't start on that until sometime this summer.

So far I am about 70% complete as I need to rework some of the physics for the cars as some came out of the gate with horrible setups such as the XJ220S and RUF RTurbo originally having botched transmissions, with the RTurbo not even being able to be used by neither the player or the AI until it's fixed which will be very easy to do so.

I'm also working on getting the cars as balanced as possible as I want it to be possible to beat races using each of the cars in each of the classes against each other without too much of a performance gap so there won't really be a meta car, though some will be at the bottom of their class such as the DBR9 and Diablo GT for A and B class respectively while on the flipside the F50 GT and Enzo are the 'easiest' options for both A and B classes like in PGR4; with the F50 GT actually being abit OP though that's intentional as it was actually even more OP with a skilled driver in the PGR games but it's still balanced when used by the AI.
 
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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

nice job on makin a definitive R18 2016 LM.

now we got the 2 2016s R18s finally ready for racing
 
Sans titre.webp

F1 1976 Ferrari 312T2 and Mclaren M23 by Cimmerian_Iter
  • Models from Codemaster for the Ferrari, and mix of Forza/Codemaster for Mclaren.
  • Engine sound from F1 2019 by Kriistian
  • Physics by Biimon
I loved the Rush movie and wanted to have these 2 cars ingame, and also wanted to experiment having the engine sounds of F1 2019 converted in AC. This is by no means up to the standard of my other mods as this one is purely made out in my spare spare spare time, meaning few hours.

0.5 for now, will fix bugs if any. Also if you have much better pics than the steam decks one I put in the mod page feel free to send it to me so i can add it to the mod page

DOWNLOAD
 
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An almost full list of cars to come in the next major update, quite a few of the old cars have new samples and the performance of all previous cars have been altered since i've learned how to get much more in depth results with tuning. A few of the cars while not originally in PGR4 are cars that I have added either as placeholders (Such as the RUF RTurbo which was in PGR3, since there isn't a 2007 RT12 mod available and I do not want to use the 997 Turbo since it'll be the odd Porsche out) or cars I feel would've fit in with the current roster. (Ex. the S7-R would've fit in A Class with it's real life rivals the R-GT and DBR9). The CCR and Zonda C12-S are used instead of the CCX and Zonda F as in PGR4 due to both cars actually using the sounds from the former instead of using the correct sounds. From my research these are the only 2 cars ingame that use the wrong sounds compared to the real versions.

WUB1e7e.png

hHtmUwy.png

q7pSodW.png

BbtkewW.png


The TRD 3000GT was cut due to not being able to really gauge a proper class for it and also it's hard to find good samples of what the car sounded like stock from the factory.
This isn't the full list as there's atleast 5 other cars that I haven't even started on yet, a few will be cars that weren't in the original game but I feel would've been included if they were released at the time; while other's such as the Diablo GT are returning cars from PGR3 that weren't in PGR4.
I am filling out the classes as once I get a good amount of cars released I will start to work on Championships for the classes and eventually will do a full career mode mod for the cars aswell though I won't start on that until sometime this summer.

So far I am about 70% complete as I need to rework some of the physics for the cars as some came out of the gate with horrible setups such as the XJ220S and RUF RTurbo originally having botched transmissions, with the RTurbo not even being able to be used by neither the player or the AI until it's fixed which will be very easy to do so.

I'm also working on getting the cars as balanced as possible as I want it to be possible to beat races using each of the cars in each of the classes against each other without too much of a performance gap so there won't really be a meta car, though some will be at the bottom of their class such as the DBR9 and Diablo GT for A and B class respectively while on the flipside the F50 GT and Enzo are the 'easiest' options for both A and B classes like in PGR4; with the F50 GT actually being abit OP though that's intentional as it was actually even more OP with a skilled driver in the PGR games but it's still balanced when used by the AI.
It's crazy that you're working on this! I just updated my PGR4 presets and added PGR3 presets for the A and B class a few weeks ago. Some cars can be incorrect for grid filling use. This is a very cool project that you're working on, and I can't wait to see more progress!
 

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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?

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.
That's because MSAA is temporally stable whereas DLSS is much less so, so in motion MSAA is going to look much better.
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.
People who aren't technically minded aren't gonna do that, they're just going to see the new shiny and demand it. DLSS is a scourge but it's just the latest in a long series of copium allowing devs to do less and less optimization. There are some games where you cannot actually run the game in native res because it forces an upscaler, which is complete devil magic and should be vilified at every opportunity.
 
That's because MSAA is temporally stable whereas DLSS is much less so, so in motion MSAA is going to look much better.
Sorry, can't let it go, this is factually incorrect.

(I hate long posts too, but here comes one, apologies)


MSAA, which works by supersampling pre-designated "edges" in a scene, takes no motion vector data into account whatsoever. It has no temporal component. It is expensive because it samples down specific edges per frame, with no sense of what has happened or what is coming.


The biggest problem with MSAA specifically is that it is not temporally stable, particularly with deferred rendering elements (although this deferred issue isn't applicable in AC, I believe). Thin edges, like the back of hypercar rear wings, shimmer and pixelate when in motion, even at 4K resolution and high MSAA values. An easy to spot, identifiable example is AMS2's Madness Engine's MSAA - it has a ton of shimmer, even on very high MSAA values at 4K. (TAA finally came to AMS2 in early fall, to mixed results).


TXAA was a semi-evolution of this concept, which added a temporal filtering algorithm to MSAA. TXAA was literally designed by NVIDIA in the early 2010s as an attempt to fix MSAA's lack of temporal stability. It ultimately failed, due to its high performance cost, its need for a difficult bespoke per-engine (sometimes even per-game) implementation process, and its mixed visual results.



Temporal Anti-Aliasing (TAA) then unfortunately took over, as a console-centric deferred-rendering system in the mid-2010s (generally unified per proprietary engine, i.e. UE4, Unity, Frostbite, etc.) - vastly cheaper performance-wise than MSAA and considerably less "jaggies" in motion, but at the cost of an unacceptable amount of blur and ghosting to the image, due to its high speed and lack of data.


DLSS/DLAA is a temporal solution like TAA - but exponentially accelerated. It takes motion vector data from both past and incoming frames, and extrapolates them through a vast, frequently updated neural network database of game rendering data (apparently called the "convolutional auto-encoder neural network"), using the tensor cores on an NVIDIA GPU to do so.


DLAA and DLSS are supercharged forms of TAA (and TAAU) - and at proper resolutions and frame rates, completely nullify the many sins of TAA. They are, by their very nature, designed to be temporally stable to an AI-accelerated extreme. And while this certainly was not often the case in its early iterations from ~2018-2021, its current versions (4.0 and 4.5) are mature - and the most temporally stable solutions available by a very wide margin. DLAA in particular is crystal clear at 4K 90+ FPS using Transformer, with essentially zero ghosting, blur or aliasing to speak of. And (in my opinion) 4K DLSS Quality is visually identical, even on a very large 4K OLED - with a very nice performance uplift from native 4K.



The only case in which MSAA might possibly be more temporally stable than DLAA/DLSS is with a very old model (DLSS 1/2/early 3), at a very low base resolution like 720p, at a ~60 FPS frame rate or less. In that case, MSAA would likely be superior, and even then it's a toss-up. Every RTX-compatible card does not fit that profile - so if you have an RTX card, DLAA/DLSS is the best AA solution by far. I've been driving this week with DLAA and DLSSQ and AC has never been clearer, especially when it comes to camera movement and tracking other cars in front.


Of course, there often needs to be minor tailoring of DLAA/DLSS itself per-game - and considering the lengths Ilja has gone to fold proper motion data into ExtraFX, there will likely be a few growing pains. For example, a few fence meshes don't play nice, heat haze is completely incompatible, and there's some wobble when going under billboards. But it is worth the effort to create a temporally stable AA platform - with best-in-class upscaling to boot. Now, I'd wager even a 2060 Super with the latest DLSS3 (CNN) model, with tweaked CSP and AC video settings, can achieve a near-locked, high-fidelity 100 FPS at 1080p DLSS Quality. And that is an excellent upgrade - at zero cost to an (NVIDIA) end user.


Try to target as high a frame rate and resolution as possible - due to the amount of data fed to the DLSS algorithm. More frames + high number of pixels = more data = more temporal accuracy. There is a considerable clarity difference between 4K60 DLSS Quality and 4K 120 DLSS Quality. I personally wouldn't go lower than DLSS Balanced (or maybe Performance) on 4K screens, and DLSS Quality on 1440p or 1080p screens. At lower than those base resolutions, visual artifacts will probably appear - the upscaling algorithm is black magic, but even black magic can only do so much.


Not mentioned for brevity: Presets (use Preset K for 4K, M for lower, pass on L for now), DLSS version differences, base DLSS resolutions, MSAA and its effectiveness on forward vs. deferred rendering, off the top of my head. Tried to make it as readable as possible. lol.


Kool Links:

https://en.wikipedia.org/wiki/Temporal_anti-aliasing - which lead to:





Valve Dev Anti-Aliasing Wiki



ADDENDUM: The problem of this, and perhaps the source of (justifiable) ire towards DLSS, is that it is simply too good at its job. So, naturally, many detestable modern publishers and developers now see it as a crutch to lean on - an avenue to just skip any and all GPU optimization whatsoever. A "Flex-Seal" solution for a critical water line burst - cheap and automated, literally plug and play - perfect for modern-day big-budget slop. And the nerve by executives to extol it as "native" performance when it very much is not.

Randy Pitchford and his coding abomination Borderlands 4, and "HighGuard" AKA Concord II, are the most obvious recent examples of this principle - the "runs horribly, **** it, slap DLSS on it, that'll do" approach. Sadly, this will only become more prevalent as time passes. But as long as it's not relied on for performance, DLSS is the premier anti-aliasing solution as well as an excellent means of adding performance and fidelity to legacy hardware - a great thing in a vacuum, but an opportunity to cheap out for greedy publishers.

None of this has anything to do with DLSS 5 - which is not even remotely DeepLearningSuperSampling at all, bewilderingly. DLSS 5 is in essence an outrageously computationally expensive, completely needless, artistically destructive form of AI filtering, far more akin to something as worthless as Path Tracing than "Super Sampling" or anti-aliasing of any kind.
 
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shi
Montreal 1994 - 1995 v1.3

View attachment 1419707
Circuit Gilles Villeneuve with 1994 - 1995 layout.
Conversion from F1 Challenge.

-CSP recommended
-2 layouts (Only change billboards)
-38 pit/start
-AI, cam

NOTE; If you are using Sol and the track screen is dark, rename ext_config_for_sol.ini to ext_config.ini in the extension folder.

Credits & Thanks;
F1 Challenge Track by dmarques
(Based on the default F1C circuit with major upgrades to buildings and surroundings)

Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file

AC converted by @shi (shin956)
Pit tent from F1-S-R's 1994 Track Pack
AI and sidelines by IMEAN
logo.png and Sections file by @Fanapryde
Crowds texture by @Kniker97
cone and some textures by kunos
Test and Feedback by @Breathe

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Removed broken trees.
The billboard logo is now closer to the video of the time. (Both layouts)
Updated ext_config.ini. (video screen)
some minor fixes.

v1.2 changelog;
Added Penalty to Chicane. (Suggestion by Apocalypse211. Thanks.)
Fixed missing pit building meshes.
Updated ai_hints.ini, semaphore.ini, groove.ini. and cameras.ini.
Updated ext_config.ini.

v1.3 changelog;
Updated tree textures.
Updated crew.ini.
Fixed Crowds texture.

Montreal 1994 - 1995 v1.3
v1.3 changelog;
Updated tree textures.
Updated crew.ini.
Fixed Crowds texture.
shi
Montreal 1996 v1.1
View attachment 1469153
Circuit Gilles Villeneuve with 1996 layout.
Conversion from F1 Challenge.

-CSP recommended
-38 pit/start
-AI, cam

Credits & Thanks;
F1 Challenge Track by dmarques
(Based on the default F1C circuit with major upgrades to buildings and surroundings)

Terms Of Use; (F1C)
Enjoy this mod to the fullest, that's all. If you want to convert or use this
as a base to create other cars, you're welcome in doing so as long as the
appropriate credit is given to the respective authors of the files you are
using. You can find all authors in this file

AC converted by @shi (shin956)
AI line and sidelines by @IMEAN
Pit tent from F1-S-R's 1994 Track Pack (rF1)
logo.png by @Fanapryde
Crowds texture by @Kniker97
some textures by kunos

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
Fixed a one-sided object on the stand.
Even when CSP settings → General Patch Settings → CPU optimizations → Chunks optimizations are set to Advanced, ground objects are no longer hidden. (Tested with CSP 0.2.12-preview1.)

v1.1 changelog;
Updated tree textures.
Updated crew.ini.
Fixed Crowds texture.

Montreal 1996 v1.1
v1.1 changelog;
Updated tree textures.
Updated crew.ini.
Fixed Crowds texture.
Screenshot_ks_abarth500_assetto_corse_montreal_1996_31-2-126-14-41-36.webp

shi
Magny-Cours 1992 v1.1

View attachment 1475446
Magny-Cours with 1992 layout.
Conversion from rFactor2.

-CSP recommended
-6 layouts (1992/ National/ Club)
-40 pit/start
-AI, cam

Credits & Thanks;
GP4 team (GP4) - Rf1 conversion by TTTTT - Rf2 Upgrade by Caio Fonseca
Updated to IBL/PBR Rf2 Shaders by Caio Fonseca & From33to77
-Thank you for giving me permission (Caio Fonseca)

AC Converted by shin956
Sections file by Fanapryde
cam (GP) by GregzVR
AI and sidelines (GP) by Thockard
.lua base and font by Gunnar333
Mobil1 Oil Can from asr_owc_1992_round_12.
Animated flagmen by Alessandro Micali (ASR Formula) (Original by doublezero)
Crowds texture by Kniker97
pit tents from F1-S-R track pack (rF1)
some objects and textures by kunos
"Toyota Land Cruiser" (https://skfb.ly/MyHv) by Renafox is licensed under Creative Commons Attribution-NonCommercial (http://creativecommons.org/licenses/by-nc/4.0/).

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
small notice;
asr_owc_1992_round_08 can be replaced with this.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.1 changelog;
Fixed Crowds texture.
Fixed the grass hole.
Adjusted the window shader.

Magny-Cours 1992 v1.1
v1.1 changelog;
Fixed Crowds texture.
Fixed the grass hole.
Adjusted the window shader.
 
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...
566.36 is a very good one. Very stable.
If it wasn't for 591.74 Studio performing the same (but with more recent fixes), I definitely would take that specific one.
Have a good day and thanks for informing.
 
For me, I found a better upscaler than DLSS is CSP's settings, which is Qualcomm's Snapdragon Game Super Resolution 2 (GSR2), giving me a greater boost in FPS compared to DLSS with a 3060 12GB. Crazy to think that upscaler was primariarly made for mobile games which then got open sourced on Github like AMD's FSR did first: https://github.com/SnapdragonGameStudios/snapdragon-
Interesting, but I did miss the point on how do you use this in AC, could you explain this “how to do”?

BTW for those who want to experiment, there are a lot of Hallelujahs going on about this method, some even using an additional Vcard:
 
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Although I'm no expert, I love learning about all techie things, but experience (that's what comes with being older than the hills) makes me wary of these snake oils that seem like a cure-all, and which in reality only work flawlessly in very specific cases and if Mars and Jupiter align in their waxing crescent moon while the computer is positioned north-northwest and cooled with unicorn blood previously boiled over the heat of a black candle... (which isn't my case...)

Sincerely, The Grumpy Old Man on the Porch.
 
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Why? It's absolutely fascinating.
It is i agree, the use of DLSS in certain games i have is amazing, the fact you can brute force DRS to upscale to 4k then use DLSS to downscale but it then uses AI to reach 4k is how you get rid of jaggies in games like MSFS and have god performance.
In cyberpunk its probably IMO the best ultilzation of DLSS in any game, certainly any game i own.
The last issue i have with AC as a decade old game, is frames and performance. But if people are enjoying experimenting with it more power to them.
All DLAA does is render at 100 percent, so its not upscaling anything.
So for example you can run at DLSS 1280x720 but it upscales to look like 1920x 1080, so its obvious why you might do that, as cooler temps, less watts or GPU is struggling in normal conditions.
But DLAA just runs at native res so basically pointless.

For me its a case of simply without DLSS can you play this game to at least get 60 frames capped? If no, then use DLSS to get to over 60 frames and then you can stave off buying that new 5090!!
 
Honestly I understand RMI, like DLSS is great and all, but this thread is about mods, not setting up csp settings. Like occasional hints and tips is fine but it has became too central and too technically advanced to be in this thread. Focus went from cars and tracks to DLSS.
 
Regarding the DLSS debate

IMHO these software solutions to achieve better performance in games are going to become more prevalent
and relied upon.

Graphics card manufactures arnt going to be able to just throw more power at new GPU'S to increase game performnce.

My 4090 can pull upto 450w at full load, 5090's can i believe pull upto 600w

Imagine a 6090 pulling 750w , maybe by the 7090 GPU's are gonna be pulling close to 1kw , just for the GPU , cant see that being acceptable ( never mind the heat produced ).

So i fear the use of software solutions to increase efficiency and performance is gonna be the future of increased graphics fidelity

Like it or lump it
 
View attachment 1524901
F1 1976 Ferrari 312T2 and Mclaren M23 by Cimmerian_Iter
  • Models from Codemaster for the Ferrari, and mix of Forza/Codemaster for Mclaren.
  • Engine sound from F1 2019 by Kriistian
  • Physics by Biimon
I loved the Rush movie and wanted to have these 2 cars ingame, and also wanted to experiment having the engine sounds of F1 2019 converted in AC. This is by no means up to the standard of my other mods as this one is purely made out in my spare spare spare time, meaning few hours.

0.5 for now, will fix bugs if any. Also if you have much better pics than the steam decks one I put in the mod page feel free to send it to me so i can add it to the mod page

DOWNLOAD
Really nice mod, mate.
I just notice that until 4k RPM, the McLaren roars only the idle sounds. So, here, I added these lines to ext_config.ini.

[AUDIO_PARAMETER_TRANSFORM]
ENGINE_EXT_RPMS = (| 0=0 | 1000=4000 | 10000=10000|)
ENGINE_INT_RPMS = (| 0=0 | 1000=4000 | 10000=10000|)
 
Honestly I understand RMI, like DLSS is great and all, but this thread is about mods, not setting up csp settings. Like occasional hints and tips is fine but it has became too central and too technically advanced to be in this thread. Focus went from cars and tracks to DLSS.
After all these endless complain posts about ACTK or the car mods stolen from other games/other AC car mods, I think this is refreshing. Here we can learn, while for the car mods this is a fruitless repeating of frustration, that will never change, you have to deal with this. Give it 2 weeks and the DLSS postings will strongly be reduced .
Do not forget this DLSS is huge and a part of one of the best AC mod, made by a guy with the name X4fab and his helpers.
 
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Make it stop, please
Sure, but in my defense I could say the same about a number of other topics in this thread over the past few months/years that have gone on for pages at a time that are tangentially related to "AC Mods" at very best.

Technically, DLSS is an integral part of the latest CSP, the premier "AC Mod", as it were - and is thus on topic for AC modding.


Extreme TL;DR - if you have an RTX card, give it a try with high FPS. Be sure to use the CNN model (DLSS DLL 3.7.20) with a 20 or 30 series card - and whichever Transfomer model (v.310+) DLL you like with a 40 or 50 series card. Stick with MSAA if you're at 60 FPS.


fin
 
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X90
Sorry, can't let it go, this is factually incorrect.
(Not gonna quote the whole post lmao) So if I'm getting my wires crossed somewhere, what would you call it when DLSS blurs out when in motion/panning the camera around (Borderlands 4 which was mentioned specifically seems to be really bad about this), that's the phenomenon I was referring to specifically, which I thought was under the umbrella of temporal instability?
 
The Porsche 718 Cayman e-Performance we have at home:

A new data set, extension and skins for the Guerilla Mods Cayman RSR to turn it into an electric boat of a GT car.

Credit to Guerilla Mods and Ceky Performance for the original files. This is not a complete car, just files to turn this weird fictional Cayman into the car it's based on.

Thank you and hopefully someone can enjoy this weekend project of mine lol.

Screenshot_cky_mission_r_22_ks_nurburgring_31-2-126-14-1-43.webp
1774981568782.webp
 
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