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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

Very nice update! FSR @ balanced mode 1440p triple screens I get 45-65fps full grid AI (mount panorama), this is with GTX 1070 & ryzen 7 3700x!
I used to play with 85% resolution and got maybe 35-40fps on low graphics. Now I have everything pumped up and graphics and sharpness looks better than ever before.
 

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Ehm. No?

You don't change resolution with DLSS. You select the target resolution, not the source one. DLSS decreases the source automatically.
There is one exception maybe in my particular case.

With the Samsung G9 I used the ingame upscale to 120% to counter the projection correction blur. This is not possible anymore with DLSS. What I did instead was to go to Nvidia Panel and use DSR 1.2x and then DLSS ingame. The result is comparable to before with better FPS and more soft/believable AA.

(I noted from the change notes that with AMD FSR the projection correction is disabled as well)

[EDIT] Correction, I limit FPS to 70 and get lower GPU usage instead with DSR/DLSS even with increased visual detail on almost any of the ingame settings.
 
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As a VR Simmer I hopefully installed the update and was absolutley underwhelmed in terms of visual clarity and performance compared to fholgers openVR FSR mod. :(
Ingame DLSS or FSR is so blurry it hurts my eyes. Reinstalled the mod and had a much better experience...
 
The Ffb changed. Wasn't really into it before, but nothing wrong, it was serviceable. With the last update kind of seems that the ffb is too smooth. Lowering the interpolation on the csl dd or DD1 helps, but it feels like something is missing at the front. It's like the ffb is forgetting the front of the car.

Car is great, new tyres pretty good. Fsr fantastic on 1080ti. Maybe 15 to 20 per cent boost.
 
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This FFB thing will be funny if KS sneaked in powersteering simulation and everyone hates it as predicted. :roflmao:
 
Doesnt seem really any different to previously, i guess a shinny new 3090 would solve all the issues!
I have a 3090 and 5800x Reverb G2 I can't keep 90fps still keeps dropping to 45 at similar settings tried DLSS and FSR.

DLSS Balanced setting with 120% Pixel Density looks pretty nice.

I think I'll try a re-install that was a beastly patch.

Kinda regretting not going for the 5950x although I'm not even sure that would keep me at 90fps.
 
Has the feel of the cars changed?

I did a quick race on MP last night - Spa in the Aston - and the car felt like it had way more understeer than before. I have a Spa setup that has served me well but seemed to be at least 2s off my previous. Also seemed to get the front tyres way hotter than usual. Wasn't sure if it was the update or me just having a bad run.
 
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Has the feel of the cars changed?

I did a quick race on MP last night - Spa in the Aston - and the car felt like it had way more understeer than before. I have a Spa setup that has served me well but seemed to be at least 2s off my previous. Also seemed to get the front tyres way hotter than usual. Wasn't sure if it was the update or me just having a bad run.
I saw something about better heating parameters in some changelogs, so you're probably not imagining it. If KS makes their heating model actually accurate some day then you'll need to drive quite differently.

Typically all the sims have really bad thermal models that let you slide the front in a way that'd have you reaching 150c surface temps IRL, which also leads to stuff like the excessive steering inputs in more optimal driving.

I think they probably just changed parameters but if they kept the old poopy heating model then it'll be a bit funny because then cars will just run into permanently overheating front tires like you would in vanilla AC. :D
 
I have a 3090 and 5800x Reverb G2 I can't keep 90fps still keeps dropping to 45 at similar settings tried DLSS and FSR.

DLSS Balanced setting with 120% Pixel Density looks pretty nice.

I think I'll try a re-install that was a beastly patch.

Kinda regretting not going for the 5950x although I'm not even sure that would keep me at 90fps.
Thats some serious wedge you have spent on your system with current prices! commitment.

I just cant bring myself to part with so much for a gpu, although im becoming more and more inclined to drop a g on a 6800xt.

Its a dog of an engine for VR it seems, lets hope that they can put some serious work into making it more streamlined for us VR users.
 
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!
I have a 3080 (and 5900X) and after another long season of fiddling around it still looks/runs bad in VR. Then I switched over to AC and the difference was huge.. smooth framerates and non-blurry clean graphics.
 
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I have a 3080 (and 5900X) and after another long season of fiddling around it still looks/runs bad in VR. Then I switched over to AC and the difference was huge.. smooth framerates and non-blurry clean graphics.
Similar experience with a 6900xt and 12700k - I've got it playable and it only occasionally drops into asw at the start in rainy conditions but it doesn't look great at all compared to AC, and I find FSR just exacerbates the 'blurry' effect. I'll tweak it some more - weirdly Steam just downloaded another small update for it...
 
Has the feel of the cars changed?

I did a quick race on MP last night - Spa in the Aston - and the car felt like it had way more understeer than before. I have a Spa setup that has served me well but seemed to be at least 2s off my previous. Also seemed to get the front tyres way hotter than usual. Wasn't sure if it was the update or me just having a bad run.
As I understand it yes the physics have changed and understeer on the current setups is an issue. It's not a bug but how it's supposed to be. Overheating the tyres due to understeer will be much more pronounced, which is a new more accurate feature that we will have to come to terms with.

I've heard people saying the current setups while still working aren't really ideal for the new physics, so changes need to be made.
 
Similar experience with a 6900xt and 12700k - I've got it playable and it only occasionally drops into asw at the start in rainy conditions but it doesn't look great at all compared to AC, and I find FSR just exacerbates the 'blurry' effect. I'll tweak it some more - weirdly Steam just downloaded another small update for it...
I have come to the point where its never going to look great in VR, it appears there is something fundamentally wrong with how it renders and performs in VR, not Kunos's doing, its the Unreal Engine, Kunos will want it wonderful across the board, they are passionate and super devs.

I am just going to enjoy it and try to forget about the graphics, its too good to ignore really isnt it and i aint going back to panels.

I have settled on Epic VR at 60% res scale, its always in ASW for me but it will do.

I love the new feel to it, it is much better imo.
 
Actually, the sim has improved much since its release. Admittedly, it is not my go-to but it is my "Sunday Drive" sim. The FFB is better than the FFB in iRacing (my "regular" and league sim) and IMO, the best of all the sims I own.

Yes, the lack of any real enforcement on race violations can be frustrating at times, but whenever I go into ACC I can find a race that is usually clean and competitive for my skill level.

You may wanna give it another shot. Before you do, make sure your wheel base is set up for the sim. I have Fanatec hardware and with the options available at the push of a button on my wheel I can go directly to the ACC software set up and the FFB is set up properly for the sim, with great fidelity.

The great thing about the ACC FFB is that I have dedicated two buttons in my button box that enables me to raise or lower the FFB on the fly and get it dialed in for the car I am racing at the time.
Even easier than dedicating two precious buttons, my Fanatec has its own button (it's tiny) that allows me to adjust the FFB on the fly.
 
Anyone else notice the drivers arms/hands aren't 1:1 anymore after this update? Makes it very difficult to drive accurately. I only race in VR, but I never changed any wheel settings in Fanalab or ACC before racing. Using a DD1 latest firmware and drivers, latest version of Fanalab. Wheel base settings are auto and in game I've always left it at 1080°
 
The two keynote "spoilers" that I look forward to most are a) COTA, because I don't think it makes sense to release one North American track and I think it means there's a few of them coming - but that's just me speculating; and b) the cup cars, especially the BMW M2 CS. People seem to prefer the faster cars but I like all the things ACC does to bring a little variety - the GT4 pack being one of the best things in the game.

There are other games that have more content but there's not another game where I have enjoyed all of the content as much.
 
Since 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
 

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