Assetto Corsa Competizione: Release 6 Now Available

Paul Jeffrey

Premium
Assetto Corsa Competizione 'release 6' is here!

UPDATE 4.3.19 @ 21:48:
In case of performance issues first of all we recommend wiping AC2 and ACC folders in AppData/Local and Documents, respectively. Then we even recommend a full reinstall, especially with VR. Then, Mirrors Resolution is extremely heavy, I personally don't recommend going over MID (also try to turn them off). Temporal Upsampling and Volumetric Fog are to be disabled in VR, make sure you do that too.

Welcoming Monza, two wonderful Nissan GT-R GT3 cars and a massive change log... Assetto Corsa Competizione is now at Release 6 status and is available NOW!

Release 6 Update Notes:
  • Added Nissan GT-R Nismo GT3 2018 model year.
  • Added Nissan GT-R Nismo GT3 2015 model year.
  • Added Monza Circuit.
  • Driving (F1) cameras reworked: added two more driving cameras (dash pro - with car hidden intended for built cockpits - and far chase), game now remembers last used camera and added option to lock/hide driver and steering wheel per car. Lateral camera adjustment now also exposed in the View Settings.
  • Camera movement settings now stored in Config/CameraSettings.jon, the old CameraOptionsEA.json is deprecated. General Movement adjusts movements in cockpit camera, Dashcam Factor adjust how much of that movement is transferred to the dash and bonnet cameras.
  • IMPORTANT: old camera settings will be lost.
  • Look L/R now works correctly in helmet camera. Look L/R looks to the side mirrors.
  • TV onboard (F6) cameras added for available cars.
  • Free (F7) camera now available with Cinema HUD (open with mouse scroll button).
  • NOTE: this is NOT a full-feature camera mode, but allows players to enjoy visuals to a greater degree and take screenshots.
  • Rewrite of multiplayer/gameplay code to improve stability and session progression.
  • Ingame menus restructured and divided into Garage and Pause menu.
  • Ingame HUD reorganised and added session status widget.
  • New Radar widget added to HUD based on the popular app for the original Assetto Corsa.
  • Updated configuration for dedicated servers, see https://www.assettocorsa.net/forum/...server-configuration-for-server-admins.54830/
    Introducing dynamic weather: (potentially) available on official Kunos Practice servers only until relevant game and UI features are added.
  • Multiplayer sessions now emulate race weekends: rubber, dry line (general: weather and track status) represent the situation based on race day and time of day.
  • UI and video settings are now stored in text files (...Documents\Assetto Corsa Competizione\Config\menuSettings.json).
  • IMPORTANT: your previous menu, graphical and game settings will be lost.
  • Added advanced video settings, including mirror resolution, sharpening filter, material quality level, temporal upsampling, volumetric fog, bloom, camera dirt effect and foliage.
  • Default graphics settings adjusted to allow for higher performance without noticeable loss to visual quality.
  • Added session type tags in the UI car selection page to help identify entries eligible in different race types.
  • NOTE: In quick race mode, the opponent field is generated based on the player's choice of entry.
  • Added model year tag in the UI car selection to help identify car models in different evo versions.
  • Assist options will now reliably update when changed during a session.
  • Further adjustments to headlight effects in TV cameras.
  • More realistic full formation lap with AI.
  • AI aggressiveness tuning.
  • AI grid generation now takes into account real life driver skill. Quick Race grids are generated with more consistency.
  • Number of opponents increased to track capacity: bigger fields are now possible as a result, the current limit depends on each individual track.
  • NOTE: Sprint races (both in race weekend and quick race modes) retain grid size limitation due to the number of available real-life entries.
  • Improved raindrop effects on car windshields.
  • Water spray from opponent cars now affects the player car's windshield in a dynamic way, taking into account distance, speed and track wetness.
  • Automatic wiper assist now reacts to water spray and not just rain.
  • Improvements to the appearance of wet and damp track surfaces, especially in low-wetness ranges, which should improve the perception of track conditions.
  • Improvements to car vs. track surface collisions.
  • Audio channel usage optimization.
  • Reworked and more reliable marshalling system with checkered, yellow, white and blue flags.
  • Added new spotter messages.
  • Added race communication alerts.
  • Losing the server connection (e.g. by a server restart) will now trigger a permanent message.
  • Important race communication alerts are displayed for a longer time.
  • Better highlights overtake detection.
  • Optimized CPU use on all threads.
  • Optimized replay memory usage.
  • Optimized netcode and bandwith usage for Multiplayer servers.
  • Volume and audio settings now affect the intro music.
  • Added video sequences volume.
  • Fixes to various car LODs to reduce pop-in in racing scenarios.
  • Adjusted driver position in the BMW M6 GT3.
  • Adjusted driver steering animations.
  • Adjusted wet tyre shader and added ambient occlusion on tyres.
  • Fixed potentially wrong resolution and crashes when starting the game.
  • Fixed multiple crashes occurring when quitting sessions.
  • Fixed replay time multiplier not resetting on session change.
  • Fixed potentially wrong car location detection.
  • Fixed static car shadow fading out at high speeds.
  • Improved tyre model combined grip.
  • Improved tyre heat model, especially in overheat conditions.
  • Tyre wear is now affected differently by different kerbs, concrete and other surfaces.
  • Tweaks in preset setups for all cars (we highly advise to not use older setups).
  • Improved vertical surfaces aero model.
  • MoTeC Telemetry implementation.
  • Setup Electronics page now includes a slider to select the number of telemetry laps to be saved at the end of a driving session.
  • MoTeC ACC dedicated workspace, created from Blancpain telemetry engineer used for evaluating basic setup and driver performance.
  • Added native DBox SDK support.
  • Added option to enable/disable native Fanatec LEDs.
  • Setup minimum fuel load set at 2 litres for all cars.
  • Fixed Ferrari 488 GT3 wrong fuel visualization in setup screen.
  • Steering ratio tweaks for all cars.
  • Monza BoP A adjustments for all cars.
  • Tweaks in tyres dirt accumulation and grip levels when going on grass and sand.
  • Sand traps now slow the cars down.
  • Fix to unreliable car spawn in certain situations.
  • Flipped cars will automatically spawn in the pits.
  • Severe cutting will result in immediate disqualification in any type of Multiplayer sessions.
  • Ratings: Track Competence (TR) has improved feedback in the UI; you will see all the sectors necessary, so the progress is easy to understand.
  • Ratings: Track Competence (TR) algorithm improved to reduce false positive aborts.
  • Ratings: Consistency (CN) was rewritten during the refactoring; it should work similarly but has improved precision on various aspects.
  • Ratings: Car Control (CC) largely improved algorithm and UI feedback. It is a lot harder to gain higher ratings, unless you are driving very well.
  • Ratings: Car Control (CC) now understands the concept of turning the wheel too much, and give appropriate feedback.
  • NOTE: Pace (PC) and Total (TO) ratings will be improved and adjusted during the days after this version.
  • NOTE: The maximum number of all ratings will be set to 99 (instead of 100).
  • NOTE: ALL RATINGS AND DRIVER PROFILES WILL BE RESET WITH THIS 0.6 RELEASE.
  • Backend servers: improved reconnection stability.
  • Backend servers: fixed multiplayer sessions not registering stats and laptimes in certain situations.
  • Passworded servers can now be created.
  • NOTE: passworded servers must be searched for manually in the lobby search field.
  • Single player Sprint Race Weekend mode reworked and now has forced tyre change and driver swap.
  • NOTE: Endurance Race Weekend game mode is temporarily disabled until supporting features and UI elements are completed (pit stops and penalties).
  • NOTE: Pit stop crew animations are temporarily disabled until full functionality is retained.
  • NOTE: The Broadcasting API is temporarily disabled

Assetto Corsa Competizione is available via the Steam Early Access Programme and is current at release 6 status.

Check out the Assetto Corsa Competizione sub forum here at RaceDepartment for the latest news and discussions regarding this potentially awesome new sim.

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However, the real issue is simply the mirror resolution setting defaulting to EPIC, which was there for those who enjoy looking at the mirror while stopped. The default should've been LOW, which is what it used to be in previous builds. So please set it to that, otherwise the default settings should bring a slight improvement or at least what you had before. We will fix this ASAP in a hotfix.

Thanks, reducing the mirror resolution to Med worked for me, I'm now getting locked 60FPS at full 4K on a 1080TI.

Before this change (after a reinstall) the FPS was dropping to mid 40's according to Steam FPS but in reality the corners were a slideshow and the wheel FFB was all over the place.

Now though it's all fixed, smooth FPS an dworking well from what I've seen so far.

Also for any other TX458 wheel users, the wheel base defaulted to '2 green flashes' on the mode button (basically 360 DOR) despite being set to 900 on the Thrustmaster desktop and in game. It took me a few laps to realise what was going on. The in game rating system kept saying 'too much steering' and sometimes resporting that I had lost control (actually mild understeer in a couple of corners). Once i realised and set the wheel base to 900 DOR to match the game all was fine and the FFB is working well now.

Time to give VR a go.
 
If you read you see they said that ...... ;)
Yes i did read that, but i thought it will happen only on safety rating or those that are important in multiplayer not what i'm doing in my practices like track medals , so i thought track medals wiped because i removed something. it seems i have to take a look to know more about those ratings and medals
 
I am relieved to say that it works better for me. Improved fps (GTX 1060 6GB). No reinstall or adjustments other than to have both mirror settings on "High" (was "Low" previously). Will tinker further, but overall, very pleased. PLUS the best looking Monza track I have seen. So thank you Kunos, for me, you HAVE delivered. Very happy chappy ;)

Edit: Reducing Mirror Resolution to Mid or Low gives me further fps improvements (which has already been stated elsewhere).
 
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Guys do you have any idea what could be the issue here? Dropping under 60FPS when racing AI with 70-80% GPU usage and 30-40% CPU usage, with pretty even core/thread distribution.
I assume that when you say "pretty even core/thread distribution", you are judging this by the core usage numbers? If so, it's pretty much useless, as it doesn't tell you anything close to what's actually happening there.

And if I were to venture a guess, just like Rasmus mentioned, I'd say you are running out of single-thread performance, so even if you have plenty of CPU power left for other threads, the main thread of the game is maxed out, limiting your performance. And I would fully expect that to happen on a 1600X. It's amazing how much these games still depend on single-thread performance, so we have 1 or 2 threads doing all the work with the remaining 10 or 11 (on 1600 or 2600) doing basically nothing.

(Similar story with Dirt Rally 2.0, BTW.)
 
  • Deleted member 151827

I have to admit. And i admit that i have been very critical of this game from the start. This update has made a HUGE difference in performance on my pc! I just ran Zolder with the gtr and i had a huge smile on my face. Keep it up Kunos!
 
Yes i did read that, but i thought it will happen only on safety rating or those that are important in multiplayer not what i'm doing in my practices like track medals , so i thought track medals wiped because i removed something. it seems i have to take a look to know more about those ratings and medals

;) Also pCars I think most builds reset lap times and when rF2 went to Steam lost all
Look at the km's me and others lost :ninja:
http://isiofficial.liveracers.com/Drivers
 
Anyone else's update keep failing? Upload is not picking up where it left off as it normally used to after a Steam crash. It's going through the long arduous 'Pr-Allocating task.....again......

Also it has restarted the ENTIRE download after being at 1.7GB of 1.9GB?
 
..wooww, sparks flying from beneath the car in front...love it!!!
Runs great on my PC (77fps all Max except mirrors), very nice feeling FFB and graphics dont look "cartoonish" anymore I think (more natural colours ...?!).
Still cant go to Controls without reversing to main menu everytime:(
All in all, great job Kunos, ACC is on the right track for sure!
Cheers
 
Huge performance improvement for me, at least on the race side of things. In fact, I ran my first race ever on the game since it was released in EA, because it is the first time that I can get it to run at an acceptable framerate with many cars (55-60 fps stable framerate). On the hotlapping side of things, it seems that the framerate improved a little, too, but it is a very big change on the race side. The Nissan also is a bliss to drive around. Great update, overall.
 
I drove for a couple of hours, mostly multiplayer. I was impressed by the stability of the engine (no errors, no apparent lag even with my ~200 ping), so that's the big news for me. Also considering that multiplayer is less CPU intensive than single player, so it is more suitable for potato PCs like mine. The graphics effects look great to me, I like the lighting effects at night with the light cones from the lamp posts, and the sparks from the cars. Frigging sparks, love them!
 

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