An engine built with the future in mind

We all see what a handful of passionate guys could do to AC's engine (Ilja and the gang).
I wish this came already in the box in AC2. Either pick an existing engine worth its salt, either build one with everything in mind. I think the first choice would take much less time to develop and allow the team to focus on the important parts - physics, ff, graphics, online.
 
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I would be quite a shocker if it's indeed in house developed engine especially without Stefano on board.
Demand on graphics fidelity went up since AC was a thing of a beauty comparing to others. Accepting anything that is below ACC image quality will be a step down.
But what else is there, Unity, CryEngine, or Unreal 5?
I wouldn't be surprised with the latter, in fact fully expecting them go this route esp. considering their experience with engine already.
 
In my opinion in a ideal world if it is feasible they should try to reuse as much code from AC and ACC as possible to save time. ACC's netcode is a good starting point from where to improve, and physics From ACC are a very solid start point too.

The graphics engine from AC is a solid starting point provided it comes with ilja's custom shaders patch applied. I would try to hire ilja or purchase the intelectual property of the custom shaders patch, and then add custom shaders to the AC original graphics engine.

But none of that seem feasible. I suspect that they are not very fond of ilja from a moral point of view. At least Stefano never seemed to like ilja puting his hands on his game inner workings.

I don't know if current Kunos devs can create a new graphics engine capable to make current AC users feel that AC2 is an upgrade without Stefano's input.

But what I'm sure about, is that it is going to be an improvement in: the IA, the netcode, the physics, and tire model.
 
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I don't know if current Kunos devs can create a new graphics engine capable to make current AC users feel that AC2 is an upgrade without Stefano's input.
Hey how about buying or licensing the Madness engine if/when Raiza some time in the future get on top the million BUGs there obviously does haunt the AMS2 users now.

CatsAreTheWorstDogs: Agree it will probably take Reiza some time. Probably at least 10-15 years :roflmao:
Latest: Example of a minor BUG is that damage doesnt get repaired even if you restart a session in TT mode. But I was able to set a new record while the car was in this state. Slightly dis-immersive me think :sleep:

2wheel-B52.jpg
 
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We all see what a handful of passionate guys could do to AC's engine (Ilja and the gang).
I wish this came already in the box in AC2. Either pick an existing engine worth its salt, either build one with everything in mind. I think the first choice would take much less time to develop and allow the team to focus on the important parts - physics, ff, graphics, online.
Some part of me thinks you (and the people voting) have little clue of what building an actual video game engine is like for current day expectations..

It's been discussed by Kunos themselves as well (and as someone who has a very minor background in this stuff, I'm only in the slightest qualified), you'd be surprised that things are not as easy as you think they are. Making sure (choosing) an engine is suitable for your (niche and highly specialist) purpose can be a very difficult task, as you need to know the in and outs of the engine to judge it. Building an engine is also quite difficult, especially with changing requirements. An engine is not just "something that can do everything" but every engine has its purposes and limitations while requiring a lot of learning for the team as well.

I think the only mistake with Assetto Corsa was that some core aspects of actual racing were not thought of from the start (they only built what they needed at that point), and they probably didn't see their own success coming. This is why it brought the entire "Assetto Corsa is a driving game" while it states "Racing Simulator" on the title screen type discussion. Give NetKar Pro (their previous work) a go and see how you feel about that ;) That other major mistake is probably not hiring a community manager and mistakenly thinking they could deal with all the crap and critique themselves.

This Ilja guy likely also works without a deadline, in a world where he doesn't have to push out a product and already has a source of income. That, and a few other reasons, are often why some modders can achieve the impossible. That and a lot of dedication.
 
Some part of me thinks you (and the people voting) have little clue of what building an actual video game engine is like for current day expectations..

It's been discussed by Kunos themselves as well (and as someone who has a very minor background in this stuff, I'm only in the slightest qualified), you'd be surprised that things are not as easy as you think they are. Making sure (choosing) an engine is suitable for your (niche and highly specialist) purpose can be a very difficult task, as you need to know the in and outs of the engine to judge it. Building an engine is also quite difficult, especially with changing requirements. An engine is not just "something that can do everything" but every engine has its purposes and limitations while requiring a lot of learning for the team as well.

I think the only mistake with Assetto Corsa was that some core aspects of actual racing were not thought of from the start (they only built what they needed at that point), and they probably didn't see their own success coming. This is why it brought the entire "Assetto Corsa is a driving game" while it states "Racing Simulator" on the title screen type discussion. Give NetKar Pro (their previous work) a go and see how you feel about that ;) That other major mistake is probably not hiring a community manager and mistakenly thinking they could deal with all the crap and critique themselves.

This Ilja guy likely also works without a deadline, in a world where he doesn't have to push out a product and already has a source of income. That, and a few other reasons, are often why some modders can achieve the impossible. That and a lot of dedication.

Actually I do have a clue, as I myself underlined that picking an existing engine is the easy way. And most parts of me think that the Kunos gang knows what building an engine takes, that's why they chose not to go with Unreal this time around, like they did in ACC.

“We are developing new technology for the [Assetto Corsa 2] engine. We will not use Unreal because we need greater flexibility,” highlighted Massarutto.

 

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