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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After a fresh install and hearing the driver stats have been reset here is where I'm at after 50 laps around Monza, it is quite addicting as you progress and unlock stats. I'm sure these numbers aren't great but the fun is in improving them. It says 7164, is that my overall player ranking?
Also, I'm running consistent 1:50, fastest lap 1:49.900 why is Track Competence so low?
Screenshot (8).png
 
I see people on here talking about FPS and I know, for example, I can run AMS and rF2 with lowered settings for the latter, at 120fps capped and no v-sync
I cannot do this for the old AC nor ACC without getting terrible stutters and slow down.
Is anyone successfully running this smoothly with v-sync off?
If so, what set up are you running and what settings are you compromising on?

TIA
 
Anyone with i7 8700K, RTX2070, 16GB RAM, SSD's and triple 1080p can chime in on performance? Cheers.

I have the specs above minus the SSD's. Definitely a performance improvement with this build. I opted to completely uninstall & reinstall ACC after hearing of issues with the latest patch. I use 'Adaptive VSync' to keep my framerate at a steady 60fps to avoid screen tearing & stuttering. Previous builds I would dip into the 50's here & there. I have the mirror resolution & mirror texture set to Mid. All other settings are either Epic or High.
 
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So just to confirm, even with an RTX2070 you still turn resolution and quality of mirrors down to mid and then apply v-sync to lock 60fps?

Yes. With the mirror settings at Epic I was dipping into the low 50's quite often. I read somewhere that the mirror resolution was the fps killer so I'm going to try & increase the mirror texture quality to High or Epic & see what happens with my frame rate. Yes, I use 'Adaptive VSync' to keep my framerate at a steady 60fps to avoid screen tearing & stuttering. I'm running 5760X1080 resolution.
 
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So just to confirm, even with an RTX2070 you still turn resolution and quality of mirrors down to mid and then apply v-sync to lock 60fps?
It's been mentioned a few times, the game is (just like most current sims) CPU limited. 2070 won't make nearly as much difference as you might expect, it will only allow you to turn on certain effects higher (those that are not CPU heavy) and run higher resolution. It will not help you much in regard of framerate.

BTW, limiting framerate at 60 doesn't avoid tearing, only turning vsync does.

And for the record, I run the game at mostly 60 fps in 1920x1200 at more or less medium settings, with vsync off and framerate limited to 60 via Afterburner on just a lowly 970, and even with this GPU on an overclocked Ryzen 2600, I can get CPU limited in ACC at times in this resolution, especially if I unlock my framerate. It really can be surprising how much CPU dependent sims can be compared to their GPU requirements at least at 1080p 60 (or close to it), while in general gaming, it's usually GPU that has the biggest performance impact. Even the 970 is still pretty much fine for sims at 1080p 60, the only thing it's starting to struggle noticeably with is its limited amount of VRAM.

But it runs smoothly for me, to answer your question. Make sure you have fullscreen enabled in the options (which it isn't by default I believe), otherwise the game runs in borderless window which often does introduce issues like microstuttering.
 
Yes. With the mirror settings at Epic I was dipping into the low 50's quite often. I read somewhere that the mirror resolution was the fps killer so I'm going to try & increase the mirror texture quality to High or Epic & see what happens with my frame rate. I limit my frame rate at 60 using RivaTuner (not VSync) to avoid screen tearing & it also keeps everything consistent (no stuttering effect from the frame rate constantly changing). I'm running 5760X1080 resolution.

Ah ok, thanks for this. I'll have a play with the mirrors and try a few more settings.

It's been mentioned a few times, the game is (just like most current sims) CPU limited. 2070 won't make nearly as much difference as you might expect, it will only allow you to turn on certain effects higher (those that are not CPU heavy) and run higher resolution. It will not help you much in regard of framerate.

BTW, limiting framerate at 60 doesn't avoid tearing, only turning vsync does.

And for the record, I run the game at mostly 60 fps in 1920x1200 at more or less medium settings, with vsync off and framerate limited to 60 via Afterburner on just a lowly 970, and even with this GPU on an overclocked Ryzen 2600, I can get CPU limited in ACC at times in this resolution, especially if I unlock my framerate. It really can be surprising how much CPU dependent sims can be compared to their GPU requirements at least at 1080p 60 (or close to it), while in general gaming, it's usually GPU that has the biggest performance impact. Even the 970 is still pretty much fine for sims at 1080p 60, the only thing it's starting to struggle noticeably with is its limited amount of VRAM.

But it runs smoothly for me, to answer your question. Make sure you have fullscreen enabled in the options (which it isn't by default I believe), otherwise the game runs in borderless window which often does introduce issues like microstuttering.

And thanks Martin, really appreciate it.
I think I noticed that full screen wasn't enabled by default so will check that when I get home in a few hours.
I have a 1070 and could only get it to run smoothly with v-sync enabled. Will try limiting frames to 60 via afterburner in that case.
 
Hi guys sorry for the stupid question...I've read a few posts here (including the first one with the tips to gain FPS such mirror off etc) but still have some trouble. My rig is I7 5820, 32 GB Ram and Titan X Pascal...I suppose the hints about mirror details etc are intending to gain FPS while driving, cockpit visual. I have no problem at all with that visual in race, 60 fps rock solid at native 4K everything set on ultra (except AA)...problem is on the replay view where also disabling some features and set a lower resolution, fps goes from 60 to 30, then 45 then 34 etc etc...is this relating to the early stage of the building or just a very heavy game to handle even for a Titan X?
 
But it runs smoothly for me, to answer your question. Make sure you have fullscreen enabled in the options (which it isn't by default I believe), otherwise the game runs in borderless window which often does introduce issues like microstuttering.
You bring up some very interesting points.
Though no consolation for those having issues I too, have not had any problems running ACC with the update and I have every single setting at epic.
One of the things I immediately noticed on loading the 0.6 update, was that the display had reverted to 'windowed' mode.
I never run any sim in windowed mode.
It was the only setting I changed prior to going on track.
I am running ACC on a Ryzen5 2600X with a GTX-1080 Ti...so not outrageous hardware.
There may be other influences causing the frame-rate issue beyond mirror resolution for some...not all users.
I have mirrors and shadows set to epic as well.
 
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Still not working for me, with a WMR headset. :( I tried what you suggest, as well as other "solutions" that have been posted throughout RD. I even tried uninstalling and re-installing ACC.

No dice. The opening menu is still "below" my view and is not readable from that acute angle.

FWIW, I have no VR problems (other than occasional FR problems) with any other sims. - Just ACC.


I read on the official forums in a thread (somewhere) that WMR is Supported in the latest Unreal Engine Update but ACC is not on that version yet, as Kunos didn't want to update the UEngine whilst doing an update to the game itself. So chances are the next update will bring better support for WMR headsets, search the official ACC forums and you'll find the thread.
 
I beg to differ @ least here in the UK, almost all new tv's are 4k, ours is, and I have a 4k monitor too, which will only run @ 60hz when @ 4k. I think you'll find that 4k is a lot more popular than you presume and tbh it'll be the norm much faster than you think.

I suspect with TVs you're probably correct. However, for monitors/gaming, I think we're a long way from 4K becoming the norm. Look at Primary Display Resolution in the Steam Hardware Survey: https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam. Almost all gamers are at 1080p or below. Less than 1.5% use 4K.

Is anyone successfully running this smoothly with v-sync off?

Yes. 6700k, GTX 1080, 16GB RAM, Windows 10 Pro 64bit, 2560x1440 resolution. I'm not at my PC at the moment but most settings are high or epic except mirrors (mid). I'm not certain of the FPS as I'm generally only interested in whether or not it runs smoothly without stuttering which it does in a quick race with the maximum number of AI, all visible.
 
I have the specs above minus the SSD's. Definitely a performance improvement with this build. I opted to completely uninstall & reinstall ACC after hearing of issues with the latest patch. I limit my frame rate at 60fps using RivaTuner to prevent screen tearing & haven't fell below it yet. Previous builds I would dip into the 50's here & there. I have the mirror resolution & mirror texture set to Mid. All other settings are either Epic or High.
Cheers! You're also on triples? Just to be sure. :)

NVM i saw your other post about your resolution. Awesome.
 
Sooo.....you talk with yourself now...tell me who will win this :p

Anyway, this update just did good with me: FPS increased in VR with AI 29 cars (still FPS drops in some point but I'm ok with that), perfect in Hot Lapping and a really more enjoyable MP.

But I found a weird bug: during an online session I suddendly stopped in the middle of the road. All my pedals input did't work at all: I could change gear, activate the headlights, change the TC and ABS but my car just stood there while the other players kept passing through my car (in other words, the collisions with my car were disabled).

Exiting and re-entering the session solved the bug. Did this ever happen to you?
 

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