Paul Jeffrey

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ACC Screenshot 0.2  (7).png

With Assetto Corsa Competizione reaching the latest milestone of build 2, @Aristotelis shares a few words about the new car that arrived in sim today...


Today is a pretty good day to be a sim racer thanks to Kunos Simulazioni and the new build of Assetto Corsa Competizione having released, and if you just haven't quite had enough excitement for a mid week day in October, Kunos physics expert @Aristotelis has only gone and posted some more interesting background information on the new for ACC Bentley Continental GT3...


ACC Screenshot 0.2  (8).png


The first-gen Bentley Continental GT3 car is... a tricky beast to say the least. The car is heavily based on the street version and this translates in certain aspects of its handling characteristics.

Although the big V8 twin turbo engine is placed behind the front wheels, the car still has more front weight bias. This, together with a higher center of gravity than other GT3 cars, makes the car more prone to roll during turns and results in more weight shifting. On the other hand, the Blancpain Balance of Performance (BoP) permits bigger front tyres for FR cars and those do help the Bentley to have a surprisingly good turn in.

The front weight bias provokes a moderate understeer in mid turn, but it is easily manageable by pressing a bit more on the accelerator and letting the big engine rotate the rear end and point the nose towards the exit of the turn.

Speaking of which, the 4.0-liter V8 twin turbo engine is obviously heavily restricted, but the BOP permits higher torque and power outputs for cars with significant frontal area and thus high drag. As a result, the engine delivers more than 650Nm of torque for a very wide range of revs and around 550bhp of maximum power.

This is both a blessing and a curse as they say. The massive amount of torque is putting under big stress the fat rear tyres and more often than not, manages to break traction, aided by the fact that the rear end is lighter than the front. The traction control does help a lot but it is very intrusive doing so. Lower TC levels are needed in order to get all the potential performance of the car, but it seems that its response is not linear and at lower levels the torque and power can be delivered very violently and can make the rear wheels spin a lot before intervening. When this happens, the very big body of the car can become quite a handful to control, showcasing a completely different aspect of its handling characteristics and becoming much more difficult to control.

The aerodynamics, as usual, play a big role in the performance of any GT3 car. The Bentley is big, there is no denying about it. The frontal area creates a lot of drag and this is only partly counterbalanced by the powerful engine. Certainly the car accelerates very fast out of the slow to medium speed turns, but at higher speeds it simply hits a wall. Not much that can be done about it.

The very long front splitter is another aspect that you must consider. Although it produces quite a big amount of downforce, it is very prone to touch the ground and especially the kerbs. The splitter is very strong to be able to sustain the downforce but on the other hand it means that when you hit a kerb with it, if it not breaks, it can make the front end jump and instantly lose all grip from the front end. Take into consideration this fact when setting the front ride height and the rake of the car. A compromise is needed to keep the splitter off the ground while still producing enough downforce. The very same compromise might introduce a moderate understeer at high speed turns, when the power isn’t enough to make the rear end aid the turning.


Finally, the high drag figures, certainly do not help much with fuel consumption, and the tyres might suffer from all the torque available. Nevertheless, with the proper TC and ABS levels, the car can easily achieve impressive laptimes, but in order to find out the extra hidden performance you need to lean less on the electronic systems and more on your driving skills.
Assetto Corsa Competizione is available on Steam Early Access now.

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Did you enjoy the latest blog post from Aris? Enjoying ACC? Like the Gen1 Bentley? Let us know your thoughts below!
 
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Other thing ?
I must look at it carefully, but i have been a little disapointed to see that at least some of the old "Events" are gone.
We have all put some efforts to improve our laptime with the Lamborghini at the Nurburgring, and the leaderboard is gone together with this event .
Bad :( (i hope I am wrong and just did not see that well into the game)


Kunos said with each update the leaderboards were to be reset due to changes made to the game. Otherwise you might have people setting blazing laptimes when it was possible to set blazing laptimes with the physics in place, and then when a subsequent update is released that prohibits people from lapping so fast/makes changes to those physics, it makes those leaderboard scores a bit redundant and not fit for purpose/not representable.
 
Massive CPU bottlenecks in VR.

6-core CPUs running all cores at around 40~50% usage. This is a much better CPU usage than AC1. Good news? From seeing the poor framerates still being caused by CPU, I'm not sure if this is good or bad news yet.

How many cores are being used for AI and how many for CPU draw calls?
 
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The Bentley and track are really good. The VR though bro!

You are just a follower,what about the VR?? ? Am running ACC with a low spec pc and GPU and all running fine as can be for early access. The guy on the vid is a bigger tool. ACC VR is really bad, epic fail??.

Maybe you guys get yourself overexcited with unnecessary high expectations or are not patient. Its early access simple. Come with solutions not negativity .
 
typical youtuber click bait using extreme wording for something they feel so shocked about, where it's actually pretty decent and no need to make a fuzz about it. Besides... hellooooo it's work in progress.
(note the discreet use of text formatting to make my point ?)

All the info we need is in the FPS and CPU/GPU statistics in that video. It tells us all we need to know.
 
If all cores are truly at 40-50% usage, this would be the literal antithesis of a cpu bottleneck... :p

All depends on the GPU usage. If that is failing to hit 100%, then there is a bottleneck of some sort happening that is limiting fps, though I'm pretty certain the most likely culprit at this stage is game engine optimisation right now, at least for any CPU with more than four threads to work with.

Just try a full grid race at night with 20 AI cars and see GPU utilisation tank with no visible difference to CPU load. That's not an end user bottleneck if it occurs even on the newest six core i7's :p

Most optimisation work won't really happen until the end of early access just before 1.0, so just have to sit tight until then. No need to buy whole new PCs chasing performance in a UE4 early access game, as tons of them have had early performance issues that were eventually addressed.
 
If all cores are truly at 40-50% usage, this would be the literal antithesis of a cpu bottleneck... :p

Its a CPU bottleneck or a CPU bound process bottleneck. Both of them are solved by increasing the CPU physical speed, hence, CPU bottleneck.

In this case, as observed in the picture bellow, the correlation from the GPU usage, Framerate, CPU usage, indicates two things:
- that a CPU bound process can't go faster on the current CPU.
- the rest of the cpu cores are working on something else that is not graphics bound. AI and physics probably.

eXYpPgR.png
 
All depends on the GPU usage. If that is failing to hit 100%, then there is a bottleneck of some sort happening that is limiting fps, though I'm pretty certain the most likely culprit at this stage is game engine optimisation right now, at least for any CPU with more than four threads to work with.

Just try a full grid race at night with 20 AI cars and see GPU utilisation tank with no visible difference to CPU load. That's not an end user bottleneck if it occurs even on the newest six core i7's :p

Most optimisation work won't really happen until the end of early access just before 1.0, so just have to sit tight until then. No need to buy whole new PCs chasing performance in a UE4 early access game, as tons of them have had early performance issues that were eventually addressed.

I think we are seeing the typical DX11 cpu draw call overhead problem. This API cant feed the gpu fast enough. They should move on to DX12 or vulkan. It would pay dividends down the line.
 
I think we are seeing the typical DX11 cpu draw call overhead problem. This API cant feed the gpu fast enough. They should move on to DX12 or vulkan. It would pay dividends down the line.

That is true, but there isn't exactly a huge history of DX12-enabled games running UE4 right now sadly. Hopefully that changes in the future, as the one UE4 DX12 game I know I have, Gears of War 4, is superbly optimised.
 
Am I the only ACC player that complains about controller options being blocked while on track? Sure, it's early access, but Kunos now has a short history of leaving out this simple yet vital function that every other sim allows. Considering how many functions need to be mapped and remapped for certain cars, it's easy to imagine how often the options menu needs a visit, so to demand the player leave the session even to make small adjustments makes me fire up AC much less than other sims. ACC so far is teasing the same lack of basic functionality, and the lack of complaints from the community about it makes me doubtful that this will change.
 
Spent some time with it today. The car is fine. Track is good. I like the FFB, but nothing's changed in that respect.

I agree though...the VR. Oh man is it bad. Bad enough that I prefer the VR in PCars2 and well, that says it all. The problem is the temporal aliasing that comes with the Unreal engine. By its nature, it makes everything blurry except what is immediately in front of you. In VR, this means that the wheel is in focus but the dash is so blurry its hard to read the LCD display. The horizon looks like a blurry mess. Yes, the jaggies are gone but its so blurry you might as well not care.

If you turn it off or move to FXAA, the clarity returns but the jaggies are all over the place even on Ultra settings.

I'm worried for this title now. I really like AC and I have high hopes for ACC, but they aren't sure they can do proper triple screen support (not supported by default in ACC) and the VR is a blurry mess.

Yeah but it's not only VR, normal screen is the same blur fest. Simply horrible to drivef eeling you have eyes cataract or putting yourself in danger using FXAA under risk to pierce your eyes by some aliased line.
 
Everyone complaining is also forgetting Early Access. If you can't give constructive feedback but can only cry around on how bad it is, then why the hell are you participating in Alpha/Beta builds? For a developer, "it sucks" and "I don't like it" are very weird user stories to fix.

The last idiot isn't born yet !
 

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