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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 limit my FPS so I kind of measure how demanding the game gets via temps. I have an RX 5700 XT, enabled FSR ultra quality and it was a blurry mess. ACC is a blurry mess without it as well, even with a bit of supersampling. However choosing custom FSR at 110 res. scale (@1080p) with around 70 FSR sharpening, I find that distant details are much clearer while having more or less the same performance (temps, while locked at 75 FPS) compared to the same res. scaling with no FSR (default sharpening).
 
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.
Toodles. Sadly I was only 5 or so comments in before the complaints started from someone that doesn't play it anymore.
 
So the update to 1.8 is causing a me some pain. It's crashing for me on menus that have some graphics with this

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

Is is just me with my old machine or is anyone else having the same?
 
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).
yes ffb is worst in ACC its for me most noticeable at castrol-S turn at nurburgring theres like no fell like driving on ice. Its my worst turn ever to take in ACC basically you must learn it how to turn wheel at which speed and if you not match it you make time loss... That turn is better feeled even in pCARS2, beam.ng , AMS2 and best of all ffb RRRE. AC it is good too to take and i feel car, but ACC is awful its no steering shaft feel like wheel lost connection to front wheels. i know they went for realistic wheel behaviour so power steering etc but still with power steering you have steering shaft feel... well it remember me when i was working in car rental and drove 2020s mercedes that has so powerfull powersteering so you almost felt no resistance to wheel and it reminds me if i would drive such new mercedes in ACC, but i drive GT3 car i think they still shall had some bigger resistance on wheel , especially car i drive BMW they are know for good wheel feeling and i feel like driving mercedes in ACC xD
 
DLSS is disappointing in VR but from experience playing other vr games with DLSS I wasn't expecting much.
The major problem with this game for me is its very blurry with any type of AA. DLSS is the same its very blurry, even when i push the SS up to 200% it just looks weird & any performance gains you make with DLSS are lost with trying to increase SS. Sharpening helps a bit but I think i'm just about given up with it ever looking decent.
I'll be gutted if they go with this engine for AC2.
 
Nope.

3090 FE
5800x
64gb ram
NVME hard drives

still crap.
Oh :(

I just had some great races in it a moment ago, its not as good looking in VR as other sims but was still a lot of fun and i think my new cpu and ram upgrade seems to help a little bit, im on the same as you without the 3090, still on a 1080 sadly.

Its defo blurrier than other sims but i dont think its unusable, just not the best out there for graphics in VR.

Guessing the unreal engine needs some fine tuning for VR or something.

Even so, it still looks and runs alright and wipe away the slightly unideal graphics the actual sim is superb.

Going to jump back in and race some more!
 
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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
U R not only one same problem exactly same did what U din same error still .if i get any clue what to do let U know
 
My own experience enabling DLSS in ACC.

System:
Cpu; 9900k
Gpu: RTX 3080ti
RAM: 32Gig
Game Hard Drive: 1TB SSD

1 car hot lapping, 10 laps without DLSS, everything maxed out, sunny day 16:00 117fps avg
1 car hot lapping, 10 laps with DLSS, everything maxed out, sunny day 16:00 147fps avg

Video looked the same in both runs. No aberrations, stuttering, washed out colors.

Oh, in "View Settings", "Look with Wheel" is not working. Stuck at 70 and I usually use 80-85.
 
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Since today ACC patch 1.8 I have this error

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


Guys can You help ? any clue ?

I reinstalled game and drivers no change :(

Pls help ...thx
 
Last edited:
Im just want to give some feedback about the 1.8 update (PC) in ACC from the controller players. I have almost 700h in gameplay with the same controller config, a stable one enough to win many racees online, fight in fairplay on endurances races with the guys using Fanatec, Logitech, DD, etc, while i was just using a good controller config. I see that you guys changed the controller config and now is impossible to fight and even race alone in the track. With this new change in Filter settings controller players are a risk for everyone in the track. With the amount of sensibility that the Kunos increased in controls is just impossible to make turns and stay side by side with the others cars and dont crash, now looks like im racing using a keyboard, even trying many new settings.

The car just moves really fast to sides even changing the Speed Sensitivy(100%), Steer Filter (100%) and Steer Speed (0% and 100%), I tryed change everything in the settings to back the older one config, but cant get even close. Is just too sensitivy. Maybe Kunos had change de settings to make able to race without the "steer assist" (i dont know), but that assist never gived any vantage.

If you guys want to include players in the game, consider go back to the original config of controller, please. ACC was the only simulator good enough to race in controller, and i just dont want stop race only because are impossible to keep on track in this new controller configuration. For the love of the god, man. Back to the old controller config, please. A feedback with love from a Brazilian UX Designer that love your work.

My original (good and stable one)config is:
Deadzone: 0%
Speed Sensitivy: 81%
Steer Filter: 99%
Steer Speed: 100%
Gama: 3,9
Steer Assist: on
 
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


Guys can You help ? any clue ?

I reinstalled game and drivers no change :(

Pls help ...thx
Ah I'm not the only one.

I've been looking around a little, and it seems like a common factor of these is an old CPU
CPU: Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz 3.40 GHz
 
Im just want to give some feedback about the 1.8 update (PC) in ACC from the controller players. I have almost 700h in gameplay with the same controller config, a stable one enough to win many racees online, fight in fairplay on endurances races with the guys using Fanatec, Logitech, DD, etc, while i was just using a good controller config. I see that you guys changed the controller config and now is impossible to fight and even race alone in the track. With this new change in Filter settings controller players are a risk for everyone in the track. With the amount of sensibility that the Kunos increased in controls is just impossible to make turns and stay side by side with the others cars and dont crash, now looks like im racing using a keyboard, even trying many new settings.

The car just moves really fast to sides even changing the Speed Sensitivy(100%), Steer Filter (100%) and Steer Speed (0% and 100%), I tryed change everything in the settings to back the older one config, but cant get even close. Is just too sensitivy. Maybe Kunos had change de settings to make able to race without the "steer assist" (i dont know), but that assist never gived any vantage.

If you guys want to include players in the game, consider go back to the original config of controller, please. ACC was the only simulator good enough to race in controller, and i just dont want stop race only because are impossible to keep on track in this new controller configuration. For the love of the god, man. Back to the old controller config, please. A feedback with love from a Brazilian UX Designer that love your work.

My original (good and stable one)config is:
Deadzone: 0%
Speed Sensitivy: 81%
Steer Filter: 99%
Steer Speed: 100%
Gama: 3,9
Steer Assist: on
I would suggest to post your feedback on the ACC support website, not here.
 
Looks to me like they haven’t added in support for the Thrustmaster SF1000 screen or LEDS on a t300 base?
 

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