Paul Jeffrey

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Its here!


We are racing at Silverstone this June 2nd - find out the details HERE.

Ok, I don't really need to say anything else as I've got nothing new to add that you don't already know. Basically this is just somewhere for you all to put your comments, so I'll shut up and let you comment away!

Assetto Corsa Competizione Launch FAQ

ACC V1 Released.jpg


Q: What is Assetto Corsa Competizione?

A: Assetto Corsa Competizione is the new official Blancpain GT Series videogame. Thanks to the extraordinary quality of simulation, the game allows to experience the real atmosphere of the FIA GT3 homologated championship, competing against official drivers, teams, cars and circuits, reproduced in-game with the highest level of accuracy ever achieved.
Sprint, Endurance and Spa 24 Hours races come to life with an incredible level of realism, in both single and multiplayer modes. To know more about the Blancpain GT Series, please visit https://www.blancpain-gt-series.com/

Q: When does Assetto Corsa Competizione launch out of Early Access?
A: Assetto Corsa Competizione 1.0 is available on May 29, 2019, featuring the 2018 Blancpain GT Series. Our development team will continue to support the game in order to include also the full roaster, cars and tracks of the 2019 Season with a FREE additional content coming after Summer 2019.

Q: Which controllers and steering wheels is Assetto Corsa Competizione compatible with?
A: See below a list of supported wheels and devices. In summary, any controller recognised by Windows DirectInput can be used with Assetto Corsa Competizione. If your device is not listed below, it doesn’t necessarily mean that it is not compatible with ACC, but it might not be fully supported.

FANATEC
  • Podium Wheel Base DD1, DD2
  • ClubSport Pedals V1, V2, V3
  • ClubSport Shifter (SQ) via Fanatec ClubSport USB Adapter (AO)
  • ClubSport Steering Wheel BMW GT2, Formula, Porsche 918 RSR, Universal Hub for Xbox One ClubSport Wheel Base v1, v2, v2.5
  • CSL Elite Pedals
  • CSL Elite Racing Wheel
  • CSL Elite Wheel Base
  • CSL Steering Wheel McLaren GT3
  • CSL Steering Wheel P1
  • CSL Steering Wheel
  • LOGITECH
  • G25 Racing Wheel
  • G27 Racing Wheel
  • G29 Racing Wheel
  • G920 Racing Wheel
MICROSOFT
  • Official Xbox 360 Wired Pad
  • Official Xbox 360 Wireless Pad
  • Official Xbox One Wireless Pad
  • THRUSTMASTER
  • 599XX EVO 30
  • Sparco® P310
  • F1
  • Ferrari 458 Italia Edition
  • Ferrari 488 Challenge Edition
  • Ferrari GTE
  • Leather 28 GT
  • T300 RS GT Edition
  • Sparco® R383
  • T3PA Pro pedals
  • T80
  • T150
  • T300 RS
  • T500 RS
  • T500 RS F1 Advanced mode
  • T-GT
  • TH8 RS Shifter
  • TMX Force Feedback
  • TS-PC Racer
  • TS-XW Racer
  • TX
SIMXPERIENCE
  • AccuForce Pro v1,v2
GRANITE DEVICES*
  • SimucCUBE 2 Sport
  • SimuCUBE 2 Pro
  • SimuCUBE 2 Ultimate
*ARGON, IONI and SimuCUBE-based OpenSimWheel systems are also supported

Q: Can I use mouse and keyboard?
A: You can use the mouse to control the user interface and the keyboard for user interface and car control.

Q: Does Assetto Corsa Competizione have VR support?
A: Assetto Corsa Competizione offers support for Oculus Rift (dedicated plug-in) and HTC Vive (Steam VR). Other devices might be compatible but are not officially supported.

Q: Does Assetto Corsa Competizione support 4K natively?
A: Yes, and any screen resolution recognized by your OS can be set in game.

Q: Will there ever be a physical edition of Assetto Corsa Competizione available on PC?
A: We have put our full effort towards the digital version of Assetto Corsa Competizione; we may consider a retail version in the future, but it’s not planned yet.

Q: Will Assetto Corsa Competizione ever come to console?
A: We are putting all our efforts into the PC Steam version; a console version is surely under evaluation, but it hasn’t been officially confirmed yet.

Q: When can players expect the free 2019 update?
A: Our production team is already working on it and the release has been scheduled after Summer 2019.

Q: Does Assetto Corsa Competizione offer triple monitor support?
A: Assetto Corsa Competizione runs on triple screen setups as a single render scene, that is split over three displays. The game features a special projection correction that reduces the lateral distortion that might affect ultrawide screens and triple monitor setups. (It's called Pannini Projection in honor of the ITALIAN painter who invented it in the 18th century - because Italians do it better). This feature can be set in-game in the "view settings" option. We appreciate that some users are requesting three separate renderings in order to tune bezel values and screen angles. Currently, Unreal Engine 4 doesn't support this feature. We'll continue to investigate to see if in future the triple-separate rendering will be supported in a feasible way.

Q: Will I ever be able to mod Assetto Corsa Competizione?
A: Being developed with UE4, Assetto Corsa Competizione processes data and assets through a completely different structure and file format than the previous Assetto Corsa. Therefore, the game will not be compatible with mod contents created for Assetto Corsa.

Q: Which tracks are available in Assetto Corsa Competizione?
A: A list of all the official circuits included in the Blancpain GT Series calendar are available at this URL: https://www.blancpain-gt-series.com/calendar. This also includes also Zolder as part of the 2018 Season.

Q: Which cars are available in Assetto Corsa Competizione?
A: Assetto Corsa Competizione 1.0 includes 51 teams, 280 selectable drivers, 14 Manufacturers and the following car models:
  • Porsche 911 (991) GT3 R
  • Porsche 911 (991II) GT3 Cup
  • Mercedes-AMG GT3
  • Ferrari 488 GT3
  • Audi R8 LMS
  • Lamborghini Huracán GT3
  • Lamborghini Huracán Super Trofeo (2015 Model Year)
  • McLaren 650S GT3
  • Nissan GT-R Nismo GT3 (2015 Model Year)
  • Nissan GT-R Nismo GT3 (2018 Model Year)
  • BMW M6 GT3
  • Bentley Continental GT3 (2015 Model Year)
  • Bentley Continental GT3 (2018 Model Year)
  • Aston Martin Racing V12 Vantage GT3
  • Reiter Engineering R-EX GT3
  • Emil Frey Jaguar G3
  • Lexus RC F GT3
  • Honda/Acura NSX GT3
Q: How does multiplayer work in Assetto Corsa Competizione?
A: Assetto Corsa Competizione offers three types of Multiplayer action:
In the Public Multiplayer, you can join servers run by the community or official Kunos servers. They offer a vast amount of combinations regarding tracks, conditions and race events similar to the Assetto Corsa 1 universe.

To quickly find servers that suit your preferences and skills, you can either use the Quick Join functionality, or select one of the best matches in the highly personalized server list. To improve your experience, you can edit your preferences, so the suggestions may offer you more night or rain races; or add weight to latency or specific tracks.

While the Public Multiplayer will run casual and quick paced races, advanced users may want to use the Competition Servers. They are offer a competitive experience with very serious settings and hour-long races. The corresponding Competition Rating will track your progress and define the Splits in which you can compete on those servers. The requirements are high, so make sure you get an overview about the Ratings in the Main Menu/Driver/Ratings page.

The third section is the support of private leagues. They run their own race organization and series, which for example allows the use of Driver Swaps and adjusted rules. Additionally, we are looking into possibilities to allow leagues to run more than the 30 cars, and offer them the data output and Race Direction tools they need.

Q: Does Assetto Corsa Competizione have anything in place to ensure clean racing online?
A: The most important part in the comprehensive Rating system is the "Safety Rating (SA)" component. Once unlocked, it will track the virtual Trust and Incidents both in Multiplayer and AI races. Public Servers are set up with different SA requirements, offering different levels of protected racing. Additionally, the Competition Servers run very high SA requirements. To enjoy clean racing in Multiplayer, make sure to keep an eye on your Ratings in the Main Menu/Driver/Ratings page and maximize your Safety Rating.

Q: How many players does Assetto Corsa Competizione support?
A: Players can compete against other 30 opponents in single and multiplayer.

Q: What are the minimum system requirements in order to run Assetto Corsa Competizione?
A: The most updated version of minimum and recommended hardware requirements is available at the URL https://store.steampowered.com/app/805550/Assetto_Corsa_Competizione/ in the system requirements section.

Q: What are the recommended system requirements in order to run Assetto Corsa Competizione?

A: The most updated version of minimum and recommended hardware requirements is available at the URL https://store.steampowered.com/app/805550/Assetto_Corsa_Competizione/ in the system requirements section.

Q: Does Assetto Corsa Competizione take advantage of NVIDIA RTX?
A: Currently, Assetto Corsa Competizione does not support ray tracing yet. We continue to work closely with Epic Games and NVIDIA on integration of new technologies to Assetto Corsa Competizione.

Q: What resolutions and FPS will Assetto Corsa Competizione run at?
A: Resolution and number of frames depend by your hardware requirements. Assetto Corsa Competizione can match the same resolution recognized by your Operative system, and you can decide to cap the number of visible frames per second. We haven't set any limit on this.

Q: Where can I find support for Assetto Corsa Competizione? Where can I submit bugs?
A: https://www.assettocorsa.net/forum
Please use the proper forum sections and in case of bug submission, zip and attach the whole "Logs" folder located in your "C:\users*youruser*\AppData\Local\AC2\Saved" folder (the "AppData" folder is hidden by default, check "Hidden items" in your Windows view properties). In case of crash report, please always zip and attach the whole "Crashes" folder located in the same directory.

Q: What rating has Assetto Corsa Competizione been given?
A: Assetto Corsa Competizione content is expected to be Assetto Corsa Competizione is accessible to all ages; for instance, the North American ESRB rating is “E” (standing for “Everyone”).


Assetto Corsa Competizione is out now!

The Assetto Corsa Competizione sub forum here at RaceDepartment is the place to go for the latest news and discussion about this awesome simulation. Head over to engage with your fellow sim racing fans, and why not take in a race or two with our ACC Racing Club? Good, clean and fun online racing to be had by all!

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I have discovered that it runs a hell of a lot better for me if I use override all settings in the Nvidia control panel and not to let the game settings do it. So much smoother for me.
This race sim is looking and feeling quite good all of a sudden. Far superior than Pcars 2 in every department.:thumbsup:

yeah we get it pal you don't like project cars 2 but can you just show your optimism for acc without having a go at pcars2 all the time cos its pretty lame.
 
I wasn't sure if the limited content would keep my attention. I can get tired of GT3 racing quickly, but so far, the MP rating system has actually produced some really good racing. Haven't encountered any idiots yet, and have had some good competitive battles. The FFB and graphics are great, and the weather options are far more useful than PCars.

That said, Kunos needs to get the MP issues fixed quickly. It's a shame to see so many stability issues after such a long EA. I'm sure they will eventually be fixed, but these issues shouldn't be in the release version of an e-sports/multiplayer-centric title.
 
Virtual racing/driving will never be real life. Just watch the last stream of Nicki Thiim- he basically laughs when he gets asked to compare to real life. In terms of ACC, he loves the driving and the physics, commended the developers for nailing this aspect of the game, but also wants improvements such as the kerbs.
This highlights something that seams to have escaped sim racers over the years. We all got into this as kids, and racing/car fans ( I presume ), playing arcade racers and eventually wanting something more in depth than just pressing accelerate and brake so we can immerse ourselves in the experience of make believe racing driver. Yet today sims are more realistic, more immersive than ever. But people always want it more realistic , 1/1 realism. It's never gonna happen. Driving a Abarth 500, MX5 around British country roads at 70Mph is never gonna be as enjoyable in a sim as it is in real life. Sometimes it seams sim racers just want more and more rather than enjoy what's available.
 
  1. Not if one of them was made by SMS though :p
Mod Edit: off topic. Well, for the record, the point of my jab (not aimed at you) was your products seem to be almost universally hated by the simracing community despite actually not deserving a lot of that hate and simply having its own strengths and weaknesses, just like any other game/sim.
 
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Looking around on a few forums I eventually found out about Scanline Syncing, which is available as an option within the latest versions of Riva Tuner Statistics Server (RTSS) which comes with MSI Afterburner. Scanline sync works by using the spare power of your GPU (particularly on CPU limited systems like mine with ACC) to hide the "tear" line off the top or the bottom of the screen. This has the side effect of automatically capping the refresh rate to that of your monitor, but unlike vsync it creates little additional input lag. And when the fps drops below the refresh rate, all you see is some slight tearing rather than terrible stuttering.

To use it, you disable vsync and framerate limiting in-game and in the driver (using nvidia inspector etc), and make sure you're running ACC in true fullscreen. Then you enter a value into the "scanline sync" field of RTSS. You'll need to trial and error this, or look online for suggestions depending on your monitor. If you're running a 1080p monitor or TV then you can try 1050, I use that and it puts the tear right down the bottom where it can't be noticed.
For scanline sync to work as intended, it is recommended the game would be able to run at double to triple the framerate you are trying to sync it to. Otherwise it does very little and it can in my experience sometimes even create additional input lag comparable to vsync input lag, not lower it.

I seriously doubt there are many people able to run ACC at 120 fps consistently, let alone 180 (or even more in case of 144 Hz monitors).

Not saying scanline sync is useless, but in games with requirements this high, it is of a fairly limited use.
 
I have discovered that it runs a hell of a lot better for me if I use override all settings in the Nvidia control panel and not to let the game settings do it. So much smoother for me.
This race sim is looking and feeling quite good all of a sudden. Far superior than Pcars 2 in every department.:thumbsup:
What settings have you change in Nvidia control Panel if you don't mind me asking,
 
For scanline sync to work as intended, it is recommended the game would be able to run at double to triple the framerate you are trying to sync it to. Otherwise it does very little and it can in my experience sometimes even create additional input lag comparable to vsync input lag, not lower it.

I seriously doubt there are many people able to run ACC at 120 fps consistently, let alone 180 (or even more in case of 144 Hz monitors).

Not saying scanline sync is useless, but in games with requirements this high, it is of a fairly limited use.

I can run closer to 120 fps with a i7 4790k and a GTX 1080, but only on hot lap mode. With others cars on tracks it is not possible to do that. And, with AI, the game run at 60 fps.

It is too heavy for a racing sim. Because we need a room to avoid 100% use of both GPU and CPU and to make the input lag as low as possible. Even for people with 60 hz monitor is better to run with twice fps which is 120 fps.

Unreal Engine in my opinion was a wrong choice. The graphics are good with high and ultra settings, but is not good if you put a different configuration. You have to use high resolutions, 1440p at least.

I can put put better graphics configurations on original Assetto Corsa and still can run with 144 fps with 18 AI cars.

Perfomance is what we need on a racing sim. The problems with VR and triple screens are another issue. But, if it still solved, the perfomance to handle the dual screen for VR and the triple screens have to be insane.

Look to the prices of the newer Nvidia GPUs, can someone make a upgrade now?
 
Tried it out briefly, but in VR image quality is worse than before, looks like AA not working and also some strange shimmering on head movement which wasn't there before. Hopefully they'll fix it soon, too distracting for me to enjoy it.
This game actually got worse, when they went full release, it runs terrible now on my computer, i9 RTX 2080 with Vive Pro... it was fun, image is really distorted and does not run smoothly, has several lag moments now, and just feels like its running on a old machine or something...


Too bad had such high hopes for this game, as the original from years ago was cool... they just basically ripped everyone off on the old titles reputation......Wow Ill buy it, it must be better... NOT!!
 
  • Deleted member 909406

Can someone explain to me why these soapy textures are constantly being loaded before my eyes both in the menu and on the track in a race? On the track, it completely kills the feeling of speed. What is wrong with your hardware or settings? Answer us Unreal Engine 4 ... :D
I will continue my own question I asked here earlier.
In the video settings menu there is such an option - hierarchical level of detail (HLOD)

3df1b96e477f.jpg

7b128fc95e08.jpg


Does anyone work off this option?
 
I finally had some time to look more closely on the performance of ACC on my PC (Ryzen 2600 OC to 4GHz, GTX 1660Ti at 1920x1200, Win 10 x64, 16GB, game running off SSD).

So, as expected (because it was exactly the same with the early access version), the game is very much CPU limited on my PC. There's not much difference between the game set to low detail preset and the epic detail preset. It's maybe like 10 fps difference, and only in some cases. Otherwise, the performance is very similar, what differs is just the GPU utilization. Which is also why you can crank the visuals quite a lot and if you're not running a resolution unsuitable for your GPU in the first place, you're likely to see little to no performance loss.

Looking at how well the game is multithreaded and how those threads are utilized pretty much shows why the above mentioned happens. The game seems to be highly dependent on just two threads which seem to be almost maxed out most of the time regardless of graphics settings (hence undoubtedly limiting the game's performance). Then there's one other decently used thread (between 50 to 75 percent), one somewhat used thread (below 50 percent)...and that's basically it. There's plenty of other threads the game is using, but their CPU requirements are negligible. So really, when it comes to multithreading, this game is about as efficient as Raceroom or the original AC, despite seemingly being a much more modern title.

And, as you can probably guess, the only thing that seems to have a significant impact to the CPU requirements is the number of AI cars you run (not how many are visible - that seems to matter very little, at least on my setup). I seem to be able to run between 15 to 20 if I want to stay above 60 fps without any dips under all conditions.
 

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