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What ACC does best | Opinion Piece - Ben Harrison


We are back with part 3 of the series in which our friend Ben Harrison from La Broca sim racing picks apart each sim and gives us his opinion on which each one does best. This week it's the turn of Assetto Corsa Competizione.

As Ben says in the video, I think we can all agree that ACC is probably the best GT3 simulator out there at the moment. It would have been a bit obvious to pick that as one of the aspects that ACC does best so Ben has rightly decided to look deeper than that, and I agree with most of what he said but there is one which i'm not so sure about.

The first point Ben makes is about the plug and play nature of ACC and its well polished UI and feature set. I'm in complete agreement here. ACC is not only a great driving experience but the fact I have to spend about 1% of my brain capacity on getting the game working is each time I load is a welcome experience. I would say I prefer some other sims in terms of car selection and riving experience but they are so fiddly and cumbersome that I have basically just given up playing them.

I don't want to give the entire contents of the video away but the next two points will certainly be a talking point. While I agree with Ben on his second point I totally understand that others may feel differently. His last choice though I think I disagree. I think that RaceRoom probably does this better than any of the other sims - Without watching the video, any guesses what it might be?

What do you think of ACC and what do you think it does well?


This is the third in this series we have done with Ben from La Broca Sim Racing. If you aren't yet familiar with Ben's content please give his YouTube channel a visit and consider subscribing for some excellent sim racing content.

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About author
Steve Worrell
A motorsport fanatic and sim racer for over 20 years. Content creator for RD, and MD at Simracing.gp. Favourite sims include ACC, AC, RF2, AMS, WRC9 - VernWozza#7419 @vernwozza

Comments

I have many wishes for ACC but some are hard to fullfill others arent that complex if Kunos wanted to.. the competition server and rating feels a very nice achievment but, at the same time a missed oportunity, basically same mistake other sims did when they create any sort of rating, theres no purpose to it...

A simple web page with stats that could be forwarded from the CP server, with Season start dates and end dates, some point system a la iRacing and having HT,P CUP, GT3 and GT4 ( soon aparently also BMW MCS and ferrari ) would already provide some variety for those championships, also some stored driver info that could be inquired and voila ...purpose and something else to have as goal other then custom leagues or the simple pleasure of driving.. some global rating ranking ( that already exists anyway ) ... only thing that would be a pain to do would be some sort of incident reporting system... but... we dont have it anyway now.. so..

Anyway :)

PS: one thing that people rarely mention is the quality of the 3D models... nothing comes even close to ACC in that department.... apart maybe AC ...
 
Compared to the others so called 'simulators'? The tracks, the 3D trees.

The sound is close to RaceRoom, very close. The model of the cars are good.

But in terms of physics and FFB... it is only OK. If you want the best physics,
you have Live for Speed, and then rFactor 2, followed by the still very worked
on AMS 2.

Oh, I forgot AMS 1. This one is up there with rFactor 2.

My opinion on racing simulators.
Ah yes, LFS that doesn't have a physical solver for the suspension and is missing stuff like anti-geometry, rFactor 2 that hasn't yet made a tire that's even half accurate and AMS2 where every second week some critical implementation mistake gets fixed, and it's totally good now guys.

Oh, I forgot rFactor/AMS1 where you need to fudge roll stiffnesses because the tires don't seem to make the lateral force they should for the slip and loading they have. I wouldn't say it's rFactor 2 tiers though, there's a reason when people use rF2 professionally, they use the rF1 tire model.

ACC though? The one that's a minor improvement over the already-used-professionally AC, with the least significant bugs out of any of the platforms? That's just okay though.

*runs away*
 
I tried it a week ago after 1.5-2 years absence and I was really impressed. FFB felt great, graphics looked good and fps were ok, even though I use VR. Problem is: it’s only GT3/4 but that’s the highlight for others I guess. :D However from the sim-side of things this is top notch, quality Kunos work. Whenever AC2 comes I’m confident that it’ll be excellent.
The same here, I wasn't impressed by the handling of the cars (boring) and it is now really good.(much more lively and reactive).

Its presentation has always been, and still is, amazingly good. It's a great package, lacking the safety car (one of the sim features of the 2000s which have disappeared in the mid 2010s...) and focusing only on gt3 and gt4 (that's positive if you're a fan of these categories).

The sounds... since ACC's launch, the reverb has always been really overdone.
 
If you want to drive competitive GT3 or GT4 races ACC is the best sim you can get. The cars feel all different and have a good BOP.

I know, I mentioned this multiple times before, but...

... for all the guys still complaining about the nativ VR in ACC, visit github, download the latest AMD FSR mod from fholger, copy 2 files in ACCs openVR folder, open the cfg file, adjust 2 or 4 parameters depending on your pc specs and enjoy performance gain up to 25%.

With a customized engine.ini you can reduce the blurry AA effect, use your entire vram, adjust HLOD etc.
 
I think ACC is the definition of quality over quantity. It does only GT3 and GT4 racing but what it does it does so well. Every car is different, every car sounds great and the models are very detailed.

It's still very heavy on the hardware, the performance still could've been a bit better, especially on some tracks like Nurburgring and Spa. It seems my I5 9400f is limiting me as I get some dropped frames with 29 AI even on low preset.

There also seems to be a bug with championship difficulty. I had to restart entire championship because changing the difficulty doesn't seem to make effect mid-championship.

I might sound a bit critical here but other than that it's one of my go to racing sims along with AC, RaceRoom and AMS2. Graphics is propably best out of sims mentioned. The AI seems very good. It's easy to just jump in and play. It plays well on both the wheel and a gamepad.

As for the FFB, on G29 it's okay, though it needs some tweaking, I can't seem to find the right balance between power and clipping. Both Aris in his video about setting up FFB and Coach Dave Academy, set FFB Gain for G29 to 100 which seems to cause clipping (the ffb bar going red). Still I think those two setups feel best on G29. though I have to set gain to around 80 to at least minimize clipping.
 
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I think those two setups feel best on G29. though I have to set gain to around 80 to at least minimize clipping.
Having to compromise between strength and clipping on a G29 to get your preferred feel, seems normal to me and should not be special to ACC.
Clipping is often cited as the evil of all evil in FFB, but really all clipping is a cut off in strength of some more extreme ffb reaction, like big curbs for example. But clipping also allows lower FFB reaction, like road feel, to be better felt on weaker wheels.
So at the end of the day, with clipping, you still feel the curb, but a little less and also feel the road, not a bad compromise. One might say, on weaker wheel, a little clipping is not so bad.
 
To be honest, because only the linear region of slip is important and nothing else really, it's okay to just run clipping on really weak wheels like G29, T150 etc. You need the most out of the correction speed. Although a reasonable reason not to do it is because it lowers the lifespan of the devices quite a lot.

Besides, real power steering effectively just clips the steering torque. It's not going to hamper driving ability, because like I said only the linear region of slip matters.
 
The answer is not to run with clipping but to use the FFB gamma option in the .ini-file to enhance the weaker forces.
 
Ah yes, LFS that doesn't have a physical solver for the suspension and is missing stuff like anti-geometry, rFactor 2 that hasn't yet made a tire that's even half accurate and AMS2 where every second week some critical implementation mistake gets fixed, and it's totally good now guys.
Please don't take this personally friend, I'm just curious what is the point of making those statements if you're talking to a broader audience.
I'm not an engineer, I'm an amateur/hobbyist.
I don't care about the tyres/physics accuracy on paper.
The only thing I'm interested in is the feel. Does it feel right, and most importantly, is it useful for driver training?
There are sims that are highly praised, but if you were to drive real race cars like you can drive in those sims, you would be dead within minutes.
Considering your knowledge and motorsport insight, I would be extremely curious to know what the real drivers think of the sims today.
What is the best one for driver development, what sim requires the smallest degree of real world driving technique modification. And what sim feels more real than others.
 
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Game runs like absolute trash on my rig.

Also 80% of the track list is godawful European tilkedromes (America absolutely blows Europe out of the water when it comes to road courses, don't even try to argue, F1 existing means any good racetrack gets butchered so the FIA can race there, meanwhile the only tilkedrome we have over here is COTA XD).
 
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Game runs like absolute trash on my rig.

Also 80% of the track list is godawful European tilkedromes (America absolutely blows Europe out of the water when it comes to road courses, don't even try to argue, F1 existing means any good racetrack gets butchered so the FIA can race there, meanwhile the only tilkedrome we have over here is COTA XD).

Let's see:

Tilke tracks:
Nurburgring, Barcelona, Silverstone, (modifications, not original Tilke tracks.)

Non-Tilke:
Brands Hatch, Hungaroring, Misano, Monza, Paul Ricard, Spa, Zandvoort, Zolder, Imola, Donington, Oulton Park, Snetterton, Suzuka, Kyalami, Bathurst, Laguna Seca.

You were saying? 80% of the tracks are Tilkedromes? :whistling:

Well, COTA is apparently coming soon to the game, so that will be the first track entirely designed by Tilke in the game!
 
Let's see:

Tilke tracks:
Nurburgring, Barcelona, Silverstone, (modifications, not original Tilke tracks.)

Non-Tilke:
Brands Hatch, Hungaroring, Misano, Monza, Paul Ricard, Spa, Zandvoort, Zolder, Imola, Donington, Oulton Park, Snetterton, Suzuka, Kyalami, Bathurst, Laguna Seca.

You were saying? 80% of the tracks are Tilkedromes? :whistling:

Well, COTA is apparently coming soon to the game, so that will be the first track entirely designed by Tilke in the game!

Every single one of the bolded tracks either has been butchered for F1 or just sucks to begin with so that's not a very convincing argument.
 
Every single one of the bolded tracks either has been butchered for F1 or just sucks to begin with so that's not a very convincing argument.
Hmm… Ok. What about your assertion that 80% of the tracks are Tilkedromes, when it’s clearly not the case?
 
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I don't really know what drivers think, I will get back to you once I've talked to every driver who has ever driven a sim, but I do know that AC and rF1/rF2 in dev mode are the most used sims for models in motorsport, at least in the region I'm most familiar with that happens to be North America.
Thanks for the extensive reply, I figured those 2,3 sims are still top of the line when it comes to professional implementation.
In terms of being dead within minutes, sim cars are too hard to drive compared to real cars most of the time I think. Racecars are only really harder to drive IRL compared to sitting in your air-conditioned simrig in your boxers because they're scary and demand a lot from the body and it's uncomfortable to sit in the cockpit with the heat, noise, G-forces etc. but they're not some kind of uncontrollable things that you can't make mistakes in. For example for overheated tires there are some slip modulation behaviors that happen IRL that makes it easier to drive which generally no sims seem to do vanilla, and some sims have really overblown thermal and/or slip sensitivity like iR.
I know that real cars are often easier to drive than sims, but I mainly drive late 90's IndyCars virtually and had those in mind.
Tell me if I'm wrong, but I have the idea those cars were not easy to drive IRL at all.
I think they were not amateur friendly and did not drive like they do in let's say AMS2.
 
I have tried ACC a few times. Just can’t get into it. The cars feel nothing like GT3 cars. I keep reading glowing reviews about ACC, but it just hasn’t worked for me. I don’t find driving the cars fun.
 
As I m really the greatest GT3 fan around but this sim is STRESS, especially in MP mode. You need a 5k € Rig to enjoy and compete. So good for all the guys dreaming to be a real race driver. AMS2 is fun atm
 
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Ever driven a real GT3?

Dave Perel, a professional GT3 driver, says that ACC is the most realistic simulation of that category.
Eh... I'd take that with a grain of salt. He worked with Kunos, on the game and has benefitted, monetarily from it.

Not saying he's wrong but he has skin in the game when it comes to ACC
 

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