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Assetto Corsa Competizione v1.8 Update


Assetto Corsa Competizione has been updated to version 1.8. In this multi-page article we are taking a look at the updates to the content, gameplay experience, significant physics updates and the graphics and user unterface.

Kunos Simulazioni has released version 1.8 of Assetto Corsa Competizione. The update is extensive and affects most aspects of your experience playing the SRO simulator.

New content is generally what grabs the attention of sim racers, so this is where we’ll start with our look at the update. The Lamborghini Super Trofeo EVO2 may be joining the sim soon along with the BMW M2 CS, but for now players will need to be content with the BMW M4 GT3. Kunos has been discussing this addition since August but have exceeded their own timeline in bringing it to us.

To complement and integrate the M4 GT3, Kunos has given us the 2021 GT World Challenge Europe season including all liveries and drivers. For those not content to race a single series, Kunos has created a new way to race: Open series. The Open mode allows you to combine various classes of cars, including ST and Porsche Cup with GT3 and GT4.

Another major update affecting gameplay is revised weather logic. Variability now has a greater effect on weather swings and durations.

The changelog pertaining to gameplay and content is below, and look for more coverage of the big 1.8 update here at RaceDepartment.
  • Updated project to Unreal Engine version 4.26.2.
  • Added Fanatec GT World Challenge Europe 2021 season as bonus content with all entries, liveries and drivers and championship season (certain entries subject to DLC ownership)
  • Added all-new BMW M4 GT3 as bonus content as part of the 2021 season.
  • Added Open season, merging all game content into a "sandbox" season featuring grid customization.
  • Added opponent grid mixing option to Custom Race Weekend and Quick Race game modes in the Open season.
    • Use the grid mixing sliders to set car group prevalence in the grid.
    • GT3 car group has an additional setting for preferred generation of opponent cars (all, pre-2019 or new-gen).
  • Added Open series championship mode with grid (car groups) and track lineup customization.
  • Fixed multiclass championships not splitting points per car groups.
  • Automatically generated custom cars are now grouped into teams both in single-make custom mode and Open series championship.
  • Reworked driver assignment system to support custom-generated grids and various driver count requirements.
  • Standardized entry and team ID system across the whole game content in support of the Open series grid generation and championship.
  • Removed entry duplication between the 2019 GTWCH and IGT seasons.
  • Fixed potential rule inconsistencies between official sprint and endurance game modes when played via Single Player and Championship.
  • This also fixes inconsistent auto-selection behaviour of the MFD in these sessions depending on game mode.
  • Tweaked AI logic for strategic decisions reacting to weather changes.
  • Fixed a potential issue with AI pitstop status when loading a saved game, causing cars to DNF.
  • Improved weather model: variability (=randomness in MP) now affects the variation and frequency of weather cycles:
    • Higher variability will now produce larger variation and less predictability in the length of individual weather cycles (time between peaks).
    • High variability might produce both fast changes or prolonged weather spells (or both combined) within the same weekend simulation.
    • Low variability will produce more even weather cycles, akin to the pre-update model.
  • Revised certain aspects of weather functions, including standing water formation and dissipation.
  • Revised skewed track limit definitions for Oulton Park that prevented correct gain calculation.
  • Revised pit speeding thresholds that were often too permissive, both on pit entry and pit exit.
  • Fixed invalid lap being eligible for personal and session fastest (purple) lap in race sessions (also in Multiplayer results).
  • Overhaul of track limit warnings on wet track with its own dynamic, gain-based reference system.
  • Added measures against irregular driving before the green light in Hotlap and Hotstint game modes.
  • Fixed an issue with the Ferrari 488 GT3 (both versions) that resulted in an inconsistency in pitstop position versus other cars.
  • Replay: revised replay tyre rotation matrix calculation to avoid misalignment between tyres and rim (and reduce disk space). The improvement is backwards-compatible, while newly saved replays should occupy less disk space than before.
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About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

I've tried it out using FSR and I gained a substantial boost in FPS.

Generally between 50 and 60 more FPS more and no real hit on image quality (ACC has always looked a little smudgy in my eyes)

The extra frames are really quite noticeable on my 165hz monitor. Good update!
 
Game keeps crashing at main menu. Verified files on Steam, moved documents so game created new ones....still crashing.


Fatal error: [File:Unknown] [Line: 907]

Rendering thread exception:

Fatal error: [File:Unknown] [Line: 258]

Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed

at D:/Kunos/ksue4/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:116

with error E_INVALIDARG
 
I've tried it out using FSR and I gained a substantial boost in FPS.

Generally between 50 and 60 more FPS more and no real hit on image quality (ACC has always looked a little smudgy in my eyes)

The extra frames are really quite noticeable on my 165hz monitor. Good update!Thats a massive increase in FPS, what are your system specs?
Thats a massive FPS increase, what are your system specs?
 
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Game keeps crashing at main menu. Verified files on Steam, moved documents so game created new ones....still crashing.


Fatal error: [File:Unknown] [Line: 907]

Rendering thread exception:

Fatal error: [File:Unknown] [Line: 258]

Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed

at D:/Kunos/ksue4/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:116

with error E_INVALIDARG

Are your GPU drivers up-to-date ?
 
DLSS showing improvements for me too (I was GPU limited, at least in hotlaps). I'm seeing around 20-30FPS over normal settings. It's a little bit more smudgy in some spots, but I don't really care.

I did try "performance" setting and that actually had lower FPS. Not sure if that's my system or what would cause that.
 
The problem with ACC was never that there weren't enough rules, tweaks and variables. It was that there were too many (like the unhelpful setup menus). Rearranging the deck chairs on the Titanic isn't going to fix that gaping hole in the side (by which I mean, the road 'feel'--or lack of it--the unpersuasive FFB, that elusive sense of immersion). And unlike AC, which, when something isn't right...or doesn't go far enough...the community can fix it, ACC is a "take it or leave it" proposition. I left it a long time ago.
Have you tried the FFB vJoy thing GM showed us? Still doesn't bring the rF2 sense of road feel, but better than stock ffb.
 
So nice when something is hyped, but not a 'hype'; instead it is just enthusiastic early information. This is f-something good.

The 400Hz ffb and the other improvements really give this sim so much more depth. The much needed mid-corner feel is now there, but also 'it will start telling you about' small corner entry mistakes and give hints that you should compensate those before you ruin the corner-exit. They didn't give us more grip, but, like they said in the video, they tell us when you have it or when you are losing it. This has become a driving tutor. Unbelievable. Mounting kerbs is not a turkey-shoot anymore, but predictable/believable stuff is happening now.

I just own a 1080ti, so i appreciate that next to DLSS (20xx and up), they have also made something to help the temperal anti-aliasing look better (and it does - especially at night).

Love the M4, the 2021 liveries are a nice present and the open season is super.

(Ok, I'll stop ranting)
 
DLSS and FSR wont do anything if you where already CPU limited...only in GPU limited scenarios, if you see no improvements in FPS and are alone in track you can crank the GFX settings more and maintain same FPS.
 
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Think ACC has come a long way but never really got into it because always fighting to get 55-60 FPS. Very impressed. Now running over 110 FPS. well done lads.
 
The whole sim feels so clunky. My replays look worse than rF1 now. I'm gonna spend the entire week with ACC now, I am gonna give it one last blast.
 
Just tried DLSS and FSR with different settings in VR (Reverb G2) and it didn´t look good or gave performance improvements. Am I missing something?
FSR quality on ny tripples look very washed out, just putted temporal sampling on high, works like previous version for me…
 

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