Assetto Corsa PC Mods General DiscussionPC 

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With the new CSP 0.3.0-preview581 release, by activating Neural Rendering, I went from the previous 60 fps to 110 fps with the Kunos Alfa Romeo 4c car on the Magione track at a resolution of 3440x1440 with RTX 5070TI. Without Neural Rendering, my configuration allows me to play at the maximum allowed on my monitor, 175 fps. The test is a significant step forward for me and I will adopt this version of CSP.


My settings

 
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This soon to be released (Edit: already released for free, see link further down) character placement app with audience noise is looking very promising so far! In theory it could also be used to populate the pit lanes with mechanics etc. 😃



Credit: Prestino Davide, Free Download: https://www.patreon.com/u17186426/posts/character-placer-167952781

Edit: Just saw somebody already mentioned it on the previous page, but this here is the most recent preview published today :)

Nice, it finally happened
 
With the new CSP 0.3.0-preview581 release, by activating Neural Rendering, I went from the previous 60 fps to 110 fps with the Kunos Alfa Romeo 4c car on the Magione track at a resolution of 3440x1440 with RTX 5070TI. Without Neural Rendering, my configuration allows me to play at the maximum allowed on my monitor, 175 fps. The test is a significant step forward for me and I will adopt this version of CSP.


My settings

Damn, seems Ilja optimized the hell out of DLSS 5 for CSP, now when's @Peter Boese's turn to optimize his raymarching clouds from his Pure?
 
Accidenti, sembra che Ilja abbia ottimizzato alla perfezione il DLSS 5 per CSP, ora quando toccherà a @Peter Boese ottimizzare le sue nuvole con raymarching dal suo Pure?
In realtà, ora CSP mi permette di iniettare Neural Rendering dopo aver impostato la Qualità; il fatto di iniettarlo dopo e non prima mi consente di passare da 60 fps a 110 fps senza perdere qualità.
Screenshot_ks_abarth500_assetto_corse_gt_sainte_croix_2-8-126-18-47-58.webp
Screenshot_nerd_alfa_giulia_gtam_gt_sainte_croix_2-8-126-18-19-21.webp
Screenshot_porsche_908_02_flunder_monaco_faux_72_2-8-126-17-45-0.webp
Screenshot_porsche_908_02_flunder_monaco_faux_72_2-8-126-17-45-42.webp
Screenshot_porsche_908_02_flunder_monaco_faux_72_2-8-126-17-45-49.webp
Screenshot_nerd_alfa_giulia_gtam_gt_sainte_croix_2-8-126-18-19-2.webp
 
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Damn, seems Ilja optimized the hell out of DLSS 5 for CSP, now when's @Peter Boese's turn to optimize his raymarching clouds from his Pure?
There is nothing much to optimize. I already put many tricks in it to run like that. Maybe just use default settings or reduce some settings in the Clouds tab. Idk what GPU you have, but those RM clouds run much better on the 40 and 50 series. It really belongs to the shader units.

There are more performance options with the latest hotfixes. Like there is a optimized definitions options or maybe reduce the lighting and sky samples a bit.

Those clouds are really heavy on the GPU and there is not much to magically get more frames out of it by without having bad artifacts.

Also I don’t really understand what you mean that Ilja optimized DLSS5. He just integrated its possible injection if it will be out. In the latest CSP if you activate it, there is actually no effect visible. I think you would need to set a custom DLL there to get it working inside CSP.
 
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There is nothing much to optimize. I already put many tricks in it to run like that. Maybe just use default settings or reduce some settings in the Clouds tab. Idk what GPU you have, but those RM clouds run much better on the 40 and 50 series. It really belongs to the shader units.

There are more performance options with the latest hotfixes. Like there is a optimized definitions options or maybe reduce the lighting and sky samples a bit.

Those clouds are really heavy on the CPU and there is not much to magically get more frames out of it by without having bad artifacts.

Also I don’t really understand what you mean that Ilja optimized DLSS5. He just integrated its possible injection if it will be out. In the latest CSP if you activate it, there is actually no effect visible. I think you would need to set a custom DLL there to get it working inside CSP.
Yes you need to inject the custom DDL, Ilja however, it has added the possibility of injecting Neural Rendering before upscale and this option allows you to recover a lot of fps at the expense of an imperceptible drop in quality for me.
 
Yes you need to inject the custom DDL, Ilja however, it has added the possibility of injecting Neural Rendering before upscale and this option allows you to recover a lot of fps at the expense of an imperceptible drop in quality for me.
Yeah it almost seems like Ilya had his implementation and in-game app ready and waiting for the dll leak , amazing
 
shi
Pace Park v1.5...
I've just tested the track and there are a few things I want to mention, some relatively easy to fix and one a bit trickier...

First, in your message you mention the track have 28 pit/start positions, but the download shows 30. I also find the asphalt texture a bit odd: when driving it seems to blur unnaturally, I didn't know how else to describe it... I've been testing some of your other conversions, and this doesn't happen; the asphalt looks perfectly defined when driving in those others tracks.

And what worries me most is a poltergeist-like phenomenon that occurs every time I load the track: as soon as the session open, objects start flying through the air until they hover somewhere...

Screenshot_ks_lotus_3_eleven_pace_park_2-8-126-20-31-37.webp


Screenshot_ks_lotus_3_eleven_pace_park_2-8-126-20-46-37.webp


Screenshot_ks_lotus_3_eleven_pace_park_2-8-126-20-42-55.webp


I've also noticed that the Magneti Marelli sign right at the pit lane exit moves frantically, as if were being tossed about by the air... and disappears, just when I start the session from the pits, leaving only two support legs lying on the ground... It's all very strange...

Ouch!, and thank you, I almost forgot... 🙂

EDIT: ...disappears or remains floating above the ground, as in this other case...

Screenshot_ks_lotus_3_eleven_pace_park_2-8-126-21-24-46.webp
 
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I've just tested the track and there are a few things I want to mention, some relatively easy to fix and one a bit trickier...

First, in your message you mention the track have 28 pit/start positions, but the download shows 30. I also find the asphalt texture a bit odd: when driving it seems to blur unnaturally, I didn't know how else to describe it... I've been testing some of your other conversions, and this doesn't happen; the asphalt looks perfectly defined when driving in those others tracks.

And what worries me most is a poltergeist-like phenomenon that occurs every time I load the track: as soon as the session open, objects start flying through the air until they hover somewhere...

View attachment 1562519

View attachment 1562520

View attachment 1562521

I've also noticed that the Magneti Marelli sign right at the pit lane exit moves frantically, as if were being tossed about by the air... and disappears, just when I start the session from the pits, leaving only two support legs lying on the ground... It's all very strange...

Ouch!, and thank you, I almost forgot... 🙂

EDIT: ...disappears or remains floating above the ground, as in this other case...

View attachment 1562522
Have you tried redownloading and cleanly reinstalling the track?
I'm getting none of those issues at my end.
The only issue is that CM keeps telling me that the 'circuit' tag is missing, when it clearly isn't.
 
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So with the new CSP previews, ClearGT has finally changed, and for the worse at first. All I really had to do to get it looking good again was play with the custom reflection brightness, the scene light, ambient light, and main light. Basically most of these just got brought to or much closer to 100%, no more insane values of near 300% needed.
 
I've just tested the track and there are a few things I want to mention, some relatively easy to fix and one a bit trickier...

First, in your message you mention the track have 28 pit/start positions, but the download shows 30. I also find the asphalt texture a bit odd: when driving it seems to blur unnaturally, I didn't know how else to describe it... I've been testing some of your other conversions, and this doesn't happen; the asphalt looks perfectly defined when driving in those others tracks.

And what worries me most is a poltergeist-like phenomenon that occurs every time I load the track: as soon as the session open, objects start flying through the air until they hover somewhere...

View attachment 1562519

View attachment 1562520

View attachment 1562521

I've also noticed that the Magneti Marelli sign right at the pit lane exit moves frantically, as if were being tossed about by the air... and disappears, just when I start the session from the pits, leaving only two support legs lying on the ground... It's all very strange...

Ouch!, and thank you, I almost forgot... 🙂

EDIT: ...disappears or remains floating above the ground, as in this other case...

View attachment 1562522
I didn't experience any of these strange problems you mentioned.
Could you try out my CSP settings? (0.3.0-preview581)
Have you tried redownloading and cleanly reinstalling the track?
I'm getting none of those issues at my end.
The only issue is that CM keeps telling me that the 'circuit' tag is missing, when it clearly isn't.
The issue where a missing ‘circuit’ tag is reported is because it is a ‘circuit ’ tag (with a space after the ‘t’).
 
shi
I didn't experience any of these strange problems you mentioned.
Could you try out my CSP settings? (0.3.0-preview581)

The issue where a missing ‘circuit’ tag is reported is because it is a ‘circuit ’ tag (with a space after the ‘t’).
I got CSP to fix it by adding the tag, but even after reloading it was still saying it needed a circuit tag. Weird!
 
Hey! I Finally finished my Aventador SV Gintani sound Mod, after Roughly 7 Months of work!
It has got:
  • The Real Aventador Start-up with Extra F
  • Launch control for both interior and exterior at roughly 5100 ~ RPM like the Real Aventador
  • Those Corsa Mode Shifts that hardly any Aventador Sound mod has (Except AmaFmod's Capristo Exhaust Aventador)
  • Gintani Aventador Rev-Limiter that you can bounce without the engine check light saying Hi. So Go Nuts :D
⚠️⚠️ Headphone Users Beware! It's LOUD!!

 
Released : Nissan R92CP (1992)

Author:F302

3D Model Car : GT7/ Polyphony Digita

Texture Update : F302 (rework)

3d work: F302

hope u enjoy the Car

ps : send feedback ,bugs ,missing things

tested on CSP 0.3.0-preview440

PP filer PURELIFE EVO GT,SKY GT

have fun!

To install, move folders to "...\SteamApps\common\assettocorsa" or simply

drag'n'drop archive to Content Manager


View attachment 1561831


The yellow button on the right side of the steering wheel doesn't stay in place; it rotates along with the wheel.

1788390400215.webp
 
I've just tested the track and there are a few things I want to mention, some relatively easy to fix and one a bit trickier...

First, in your message you mention the track have 28 pit/start positions, but the download shows 30. I also find the asphalt texture a bit odd: when driving it seems to blur unnaturally, I didn't know how else to describe it... I've been testing some of your other conversions, and this doesn't happen; the asphalt looks perfectly defined when driving in those others tracks.

And what worries me most is a poltergeist-like phenomenon that occurs every time I load the track: as soon as the session open, objects start flying through the air until they hover somewhere...

View attachment 1562519

View attachment 1562520

View attachment 1562521

I've also noticed that the Magneti Marelli sign right at the pit lane exit moves frantically, as if were being tossed about by the air... and disappears, just when I start the session from the pits, leaving only two support legs lying on the ground... It's all very strange...

Ouch!, and thank you, I almost forgot... 🙂

EDIT: ...disappears or remains floating above the ground, as in this other case...

View attachment 1562522
I had the same issue as above. Also the circuit tag was missing, even though it was there.
 
shi
Pace Park v1.51

View attachment 1560612
Fictional circuit.

-CSP recommended
-30 pit/start
-AI, cam

Credits & Thanks;
Original F1C Track by MonSum
AC conversion by derDumeklemmer

AC updated by shin956
Crowds texture by Kniker97
AI lines by KevinK2
logo.png by Fanapryde
marshall and cameraman 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/).
Test and Feedback by Mascot

Enjoy.

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.5 changelog;
Updated many uv map, shaders and textures.
Replaced cranes.
Replaced trees.
Changed the spectators to face the camera.
Added night lights, marshals, a cameraman, pit tents, and a 3D background.
Smoothed out the edges of the track surface.
Created the ext_config.ini file.
Created a replay camera.
Changed the AI lines to those created by KevinK2.
Other minor fixes.

v1.51 changelog;
Fixed ui_track.json (tag).
Fixed start position and order.
Fixed garage doors.
Changed the object names for roadside adboards and brake markers so that they no longer begin with “AC_POBJECT.”
- Because reports were received that they were flying through the air.

Pace Park v1.51

v1.51 changelog;
Fixed ui_track.json (tag).
Fixed start position and order.
Fixed garage doors.
Changed the object names for roadside adboards and brake markers so that they no longer begin with “AC_POBJECT.”
- Because reports were received that they were flying through the air. ( @Perico Lospa )
shi
Detroit Belle Isle 1992 v1.01

View attachment 1524133
Detroit Belle Isle with 1992 - 1997 layout.
Conversion from rFactor.

-CSP recommended
-32 pit/start
-AI, cam

Credits & Thanks;
rFactor Track by jpalesi
-I have tried to contact him but have not been able to. I thank him for his work.

AC converted by shin956
AI line, sidelines and ai_hints.ini by wakamatospcl
Fountain textures and config from detroit2021 (updated by Gunnar333)
logo.png by Fanapryde
Crowds texture by Kniker97
cameraman and some textures by kunos

Enjoy.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
v1.01 changelog;
New AI line, sidelines and ai_hints.ini by wakamatospcl. (Thanks)
Added tree shadow meshes.

Detroit Belle Isle 1992 v1.01

v1.01 changelog;
New AI line, sidelines and ai_hints.ini by @wakamatospcl . (Thanks)
Added tree shadow meshes.
Screenshot_strider_rmagic_rx7_detroit_belle_isle_1992_3-8-126-8-31-15.webp
 
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With the new CSP 0.3.0-preview581 release, by activating Neural Rendering, I went from the previous 60 fps to 110 fps with the Kunos Alfa Romeo 4c car on the Magione track at a resolution of 3440x1440 with RTX 5070TI. Without Neural Rendering, my configuration allows me to play at the maximum allowed on my monitor, 175 fps. The test is a significant step forward for me and I will adopt this version of CSP.


My settings

Since I am using the CM-CE I was wondering why those links do not work with that CM only with the "normal one"!? Does anyone have the prob too and or has there been found a fix for that issue yet!? I really like to add presets and try them out. Well maybe experts know more.
 
Since I am using the CM-CE I was wondering why those links do not work with that CM only with the "normal one"!? Does anyone have the prob too and or has there been found a fix for that issue yet!? I really like to add presets and try them out. Well maybe experts know more.
I don't know, I don't use custom Content Manager versions and I add that I do not recommend it
 
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