Patch NewsPS4 

@Ridox2JZGTE It's perfectly feasible that a particular plasma will have less input lag than a particular lcd, but the reason will never be because it's a plasma. Plasma/lcd is arbitrary by default in regards to input lag. I have no reason to doubt your experience, but your correlation/causation rationale seems to be off.

Never said because it's plasma, just said that it's miles better than my older LCD, although I haven't come across a better LED TV ( in terms of both lag for gaming and picture quality ) The TV makes playing 30fps game like NASCAR 2011 and Ferrari The Race Experience much better in input responsiveness, maybe my old Samsung was crap. Recently played old PS2 games like Ridge Racer V, Hokuto No Ken and Marvel vs Capcom 2 Arcade Fighting game, which I played often on my even older Toshiba 29" CRT, playing on the plasma reminds me of the old Toshiba. Anyway this is OT, you can PM me if you wish to discuss more.
 
You have a plasma tv ( read from your sig ), do you notice any difference after 1.03 patch in terms of input lag ?
Odd way to ask a question if you thought that there was no inherent difference.

I think that both you and your friend might be confusing better pixel response time/motion handling for better input lag level. Anyway, I'll stop now.
 
Xbox One Patch now finally available too.

3.33 GB.

Japanese Pack is also now viewable in the store, but with the remark that it''s only available in a package aka season pass. Will probably available tomorrow for everyone.
 
My T300 flashes 5 times to indicate 1080, all the way down to 1 time for whatever the lowest is. 4 for 900. Not checked what's happening upon boot up but so far I'm still getting 1:1 in the 458 GT2 with 900 set to both wheel and options. Haven't tried other cars yet but before the patch my Lotus Evora was only 1:1 with my wheel set to 1080. I'd be surprised if the real car had a DOR that high.

PS4, T300
I tried both the 458 GT2 and the Lotus Évora and it does not match when I use 900/900.
But when I use 1080/1080 it matches 1:1.

xXJojjeXx
 
PS4, T300
I tried both the 458 GT2 and the Lotus Évora and it does not match when I use 900/900.
But when I use 1080/1080 it matches 1:1.

xXJojjeXx
That's really odd. I'll try to do some more tests later. Was it massively out at 900 or just slightly? Before the patch mine looked way out at 900, now it looks fine. For pCARS I always had it set to 1080 as I was confident the game would handle the DOR and 1:1 for me, which it did.
 
I think there is a clear increase in image quality at hand now after the patch. Black Cat County is also a nice just to cruise with slower cars.

Like the serpentine part before start finish.
 
That's really odd. I'll try to do some more tests later. Was it massively out at 900 or just slightly? Before the patch mine looked way out at 900, now it looks fine. For pCARS I always had it set to 1080 as I was confident the game would handle the DOR and 1:1 for me, which it did.

Not massively, but when turning the wheel about 180 dg it did not match when set to 900/900.
1080/1080 matches perfect up to where the virtual wheel on screen reaches max.

xXJojjeXx
 
You have a plasma tv ( read from your sig ), do you notice any difference after 1.03 patch in terms of input lag ?

I notice better driving feel in 1.03. Also I have a better tune from Zakspeed so my car feels better.
I don't notice any lag.
 
I notice better driving feel in 1.03. Also I have a better tune from Zakspeed so my car feels better.
I don't notice any lag.

Sorry I wasn't correctly wrote it, should have said display lag, but it's good to know that you don't notice it, that means it may be due other reasons that others may feel it ( maybe wireless controller, though the added input lag from it should be very small )
 
I was only saying more fictional tracks would be ok as I can't see any real circuits suddenly coming out for the game any time soon. A US pack would be great, and at least 1 great track from continents other than Europe would be nice.
I wasn't bashing the Black Cat Circuit, I was just just stating my favorite American circuits that I would have preferred to see first. I'm not really partial to fictional Cars and Racing Circuits, but if all the best real cars and Racing circuits are done first, I don't object to it.:D

I left out Virginia Road Circuit. 💡
 
I don't think using pad/DS4 would contribute to more lag, although using wired connection is better than wireless on games like FPS shooter ( at least that's what I have experienced when using DS3 wireless vs wired USB on DS2 )

I have never used wireless control on any game. Battlefield to GT6 and even Madden. 👍
 
What's strange is you lurking around GTP cherry picking posts that can fuel your silly personal vendetta's. So no private lobbies count as bugs now? I'd gladly believe AC on consoles is a buggy mess like PCARS was when it launched, but I haven't read a lot about it here on GTP so far hence I'm assuming it isn't.

No AC on PS4 is not a buggy mess, Project C on the same console unfortunately was at least up to the 6 month mark, after that l can't offer my opinion because l put it on the fire as it provided 1/2 a kw of heat.:D l blame global warming.
 
Last edited:
Big list of fixes coming for pc in the 1.9 patch

Complete List Of Fixes, Changes And Improvements For The Assetto Corsa V1.9 Update:

  • New Porsche 991 Carrera S (Porsche Pack #1 DLC)
  • New Porsche 918 Spyder (Porsche Pack #1 DLC)
  • New Porsche 718 Cayman S (Porsche Pack #1 DLC)
  • New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
  • New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
  • New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
  • New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
  • New Porsche Panamera G2 Turbo
  • New Silverstone 1967 historic track
  • Added session time/laps on the top of the screen (laps are the leader ones)
  • Now race is over when the car completed its lap and the leader has finished his last one
  • Added dynamic ARB
  • Fixed possible collision still active on race restart
  • Added ERS recharge digital display
  • Improved precision on all digital LEDs
  • GT3 cars use tire model v10.
  • Fixed TC sound distortion when triggered for the first time
  • New camber grip variation formula (Thank You Nao!)
  • Simplified DirectX 11 initialization
  • Added official “Sparco” license to Assetto Corsa
    Added Ballast system through Ballast App (single player only)
  • Added new F9 vertical layouts
  • Added new driver + crew texture system
  • Added new personal driver texture
  • Fixed virtual mirrors rendered when not necessary
  • Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
  • Improved FFB App UI, so label is readable by VR users
  • Added multiplayer splits
  • Added Time Table leaderboard mode: this includes real-time splits and delta
  • Added Fmod optimizations
  • Added Anti-Wrecker protection
  • Fixed AI “flapping” DRS in traffic
  • Improved auto shifter
  • Improved lap times board by adding splits and tyre compound
  • Fixed backfire animation freezing after session change
  • Fixed leaderboard history in multiplayer
  • Added voting spam protection
  • horizon locked view removed from Bumper camera
  • Delta App reviewed
  • Fixed possible flickering in case of engine stall
  • Added backfire animation to Zonda R
  • python new functions and members
  • getCarTyreCompound(carid)
  • Tyre blister and grain are now tied to the “Wear” settings and not “Damage”. Wear=0 will turn off graining and blistering simulation
  • Fmod updated to 1.08.12
  • Updated SDK for modders
  • Removed reverb snapshot in the Fmod project
  • General audio engine code cleaning and bug fixing
  • Vastly improved Fmod resource usage
  • Voice stealing is now properly managed by code, so the sound mods will follow the same behavior of the original sound banks
  • Fixed listener priority for cars in pits. They don’t steal the priority anymore
  • Amount of events instances are now properly limited in order to keep proper volume range and overall performance improvement
  • Overall volume balance
  • 7.1 surround should now work as expected (on all platforms)
  • Fixed audio initialization pop when the session starts
  • Stereo imaging now works as expected
  • Fixed ambiance sound affected by reverb zones
  • Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
  • Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
  • Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
  • Reworked surfaces audio curves
  • Reworked skids logic
  • Fixed skids positional sound
  • New exterior skids sound
  • Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
  • Reworked code management for traction control and limiter events
  • Tweaked wind and limiter sound emitter position in dashboard camera
  • Audio compressor on engine_ext event now works as expected when many cars are involved
  • Surfaces, crashes and skids are now properly audible in chase and track cameras
  • Opponents volume now honors F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
  • Fixed load/coast smooth for AIs and multiplayer
  • Fixed transmission smooth and pitch for multiplayer opponents
  • Engine volume setting is now related to the player/focused car
  • When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
  • Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit “digital clicks”
  • Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs process kill/crash) while driving on sand/kerb/etc…
  • New dirt sound effects
  • New brake squeals for some “old” cars
  • Added audio fade when track camera changes
  • Added [VERSION] section in audio.ini
  • Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
  • Slightly modified gear grind sound
  • Fixed wrong listener position for track and car cameras in some situations
  • added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
  • added templates for Porsche Vol. 1 cars
  • fixed excessive brake light brightness on Ford Mustang
  • minor graphics fixes on Triple Pack cars
  • [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
  • [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]
  • Added PACKER_RANGE_HF and PACKER_RANGE_HR for heavy springs packer settings in setup.ini
  • Packers now use bump stop rates
 
Big list of fixes coming for pc in the 1.9 patch

Complete List Of Fixes, Changes And Improvements For The Assetto Corsa V1.9 Update:

  • New Porsche 991 Carrera S (Porsche Pack #1 DLC)
  • New Porsche 918 Spyder (Porsche Pack #1 DLC)
  • New Porsche 718 Cayman S (Porsche Pack #1 DLC)
  • New Porsche 917/30 CanAm 1973 (Porsche Pack #1 DLC)
  • New Porsche 911 Carrera RSR 3.0 1974 (Porsche Pack #1 DLC)
  • New Porsche Cayman GT4 Clubsport (Porsche Pack #1 DLC)
  • New Porsche 935/78 Moby Dick 1978 (Porsche Pack #1 DLC)
  • New Porsche Panamera G2 Turbo
  • New Silverstone 1967 historic track
  • Added session time/laps on the top of the screen (laps are the leader ones)
  • Now race is over when the car completed its lap and the leader has finished his last one
  • Added dynamic ARB
  • Fixed possible collision still active on race restart
  • Added ERS recharge digital display
  • Improved precision on all digital LEDs
  • GT3 cars use tire model v10.
  • Fixed TC sound distortion when triggered for the first time
  • New camber grip variation formula (Thank You Nao!)
  • Simplified DirectX 11 initialization
  • Added official “Sparco” license to Assetto Corsa
    Added Ballast system through Ballast App (single player only)
  • Added new F9 vertical layouts
  • Added new driver + crew texture system
  • Added new personal driver texture
  • Fixed virtual mirrors rendered when not necessary
  • Fixed Kers and ERS able to rev in neutral and reverse gear and overrev the engine
  • Improved FFB App UI, so label is readable by VR users
  • Added multiplayer splits
  • Added Time Table leaderboard mode: this includes real-time splits and delta
  • Added Fmod optimizations
  • Added Anti-Wrecker protection
  • Fixed AI “flapping” DRS in traffic
  • Improved auto shifter
  • Improved lap times board by adding splits and tyre compound
  • Fixed backfire animation freezing after session change
  • Fixed leaderboard history in multiplayer
  • Added voting spam protection
  • horizon locked view removed from Bumper camera
  • Delta App reviewed
  • Fixed possible flickering in case of engine stall
  • Added backfire animation to Zonda R
  • python new functions and members
  • getCarTyreCompound(carid)
  • Tyre blister and grain are now tied to the “Wear” settings and not “Damage”. Wear=0 will turn off graining and blistering simulation
  • Fmod updated to 1.08.12
  • Updated SDK for modders
  • Removed reverb snapshot in the Fmod project
  • General audio engine code cleaning and bug fixing
  • Vastly improved Fmod resource usage
  • Voice stealing is now properly managed by code, so the sound mods will follow the same behavior of the original sound banks
  • Fixed listener priority for cars in pits. They don’t steal the priority anymore
  • Amount of events instances are now properly limited in order to keep proper volume range and overall performance improvement
  • Overall volume balance
  • 7.1 surround should now work as expected (on all platforms)
  • Fixed audio initialization pop when the session starts
  • Stereo imaging now works as expected
  • Fixed ambiance sound affected by reverb zones
  • Reworked reverb logic: when triggered onboard, the reverb is given by the exterior engine
  • Reworked distance attenuations for enhanced experience (e.g. engine_int raised to 350 meters)
  • Reworked wind curves: now the wind volume is related to the air pressure (i.e. player car will hear turbulence when in draft and AP value goes below 1.00)
  • Reworked surfaces audio curves
  • Reworked skids logic
  • Fixed skids positional sound
  • New exterior skids sound
  • Set tyre skid entry point to 100 in audio.ini (set what you prefer in the audio options)
  • Reworked code management for traction control and limiter events
  • Tweaked wind and limiter sound emitter position in dashboard camera
  • Audio compressor on engine_ext event now works as expected when many cars are involved
  • Surfaces, crashes and skids are now properly audible in chase and track cameras
  • Opponents volume now honors F1 cameras. For track/free cameras it is set to max (optimum for replays, broadcasting etc.)
  • Fixed load/coast smooth for AIs and multiplayer
  • Fixed transmission smooth and pitch for multiplayer opponents
  • Engine volume setting is now related to the player/focused car
  • When driving, some opponents events are now audible (e.g. skids, surfaces and gear shifts if available)
  • Surfaces events are now properly cached. This fixes stuttering when a surface event is triggered for the first time and should limit “digital clicks”
  • Fixed multiplayer opponent surfaces sound when it leaves instantly (e.g acs process kill/crash) while driving on sand/kerb/etc…
  • New dirt sound effects
  • New brake squeals for some “old” cars
  • Added audio fade when track camera changes
  • Added [VERSION] section in audio.ini
  • Removed [LATENCY] section in audio.ini (managed by FMod itself now) and from the GUI
  • Slightly modified gear grind sound
  • Fixed wrong listener position for track and car cameras in some situations
  • added DRL on LaFerrari, Mclaren P1, Nissan 370Z Nismo, Nissan GTR and Ford Mustang
  • added templates for Porsche Vol. 1 cars
  • fixed excessive brake light brightness on Ford Mustang
  • minor graphics fixes on Triple Pack cars
  • [Modding] added harvest series function in digital_instruments [KERS_RECHARGE_SERIE]
  • [Modding] added 918 Spyder-style full power usage series function in digital_instruments [POWER_918]
  • Added PACKER_RANGE_HF and PACKER_RANGE_HR for heavy springs packer settings in setup.ini
  • Packers now use bump stop rates

And i'm right in thinking that all these fixes are coming to the console versions of the game in November too? :bowdown::cheers:
 
And i'm right in thinking that all these fixes are coming to the console versions of the game in November too? :bowdown::cheers:

From my understanding, the console versions are a fair amount behind the PC in terms of version. I've seen the comparison to v1.5 bandied about, but I don't have a PC copy so I can't judge on my own.

My guess is that those changes won't all transfer over, since things like the apps aren't available.
 
The game is said to be like 8 months behind PC... So those will get on console in one year at this pace :D
Personally, I'd have no problem if they announced they were halting all work on the current PC version beyond bug fixes, until the console version was caught up, if such a thing is possible. We have more than enough content coming in the next couple of months to take us into the New Year. It probably wouldn't go over well with many of the pc guys but I'm more interested in the big picture and the overall health of the franchise, and having the game split into two different versions, months apart in terms of development, is not good in any way. It probably won't help future console sales much because that ship has mostly sailed at this point, but it will give some hope to those that have already invested in the game that they are serious about aligning the two versions as promised before release. Tough to put a price on goodwill but in this case I suspect it currently very low and in need of a boost.

Such a thing may not be possible, or, more specifically, may only be possible if it is done without any public announcement. They are between a rock and a hard place but the decisions they make in the next few months concerning the console version, may well determine whether they will remain a pc only dev for the foreseeable future which will be a detriment to all of us.
 
Personally, I'd have no problem if they announced they were halting all work on the current PC version beyond bug fixes, until the console version was caught up,.

As a console user it was my understanding that the game would launch at the equivalent PC version. But having said that I also believed I was getting private online lobbies too :-(

To my way of thinking it is odd that with one large update why can't the console version be brought up to the same version level as PC. Why do we need all the incremental developments? Even Microsoft can bundle incremental patches into one big "service pack".
 
yDiSCVW.png
 
I got the game, found it on a special offer on a fair going for 30e... Haven't fired it up yet and i doubt i will in a short time since i'm an Online Racer, but if i have absolutely zero going on i may give it at try since i miss Mugello and magione since ages :D

Assetto Corsa
"The Real Hot Lap Simulator"

No wait better changing that advertize, it doesn't bring luck lol
 
I got the game, found it on a special offer on a fair going for 30e... Haven't fired it up yet and i doubt i will in a short time since i'm an Online Racer, but if i have absolutely zero going on i may give it at try since i miss Mugello and magione since ages :D

Assetto Corsa
"The Real Hot Lap Simulator"

No wait better changing that advertize, it doesn't bring luck lol
Great Karsten ......👍
Hopefully private lobbies will come soon .
 
Has there been any conformation that latest patch has been sent to sony\ms for testing....?:confused:

No news since Marco posted this about three weeks ago:

Just some quick note for our AC fans, before the official announcement: the Porsche Pack Volume 1 will be released on Steam on October 25th, and on PS4 and XB1 as soon as Sony and Microsoft approve the new build, since the approval process on console is not under our control.

It sounds like the patch was submitted back then but I'm seriously starting to doubt that. It's been a while so Kunos are possibly still working on it.
 
No news since Marco posted this about three weeks ago:


It sounds like the patch was submitted back then but I'm seriously starting to doubt that. It's been a while so Kunos are possibly still working on it.

All I can say and remember, I heard this 3+ weeks ago... as it has felt so long now.
 

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