Paul Jeffrey

Premium
ACC VR Hotfix Update.jpg

Kunos Simulazioni have released a new hotfix update for ACC, paying particular attention to addressing some VR related issues with the new Blancpain GT Series simulation.

Updates and hotfixes are always welcome in sim racing, and as such it is very nice to see that Kunos Simulazioni are not resting up with Assetto Corsa Competizione following the big 'Release 2' build deployment of October 10th. With that new release came the inclusion of VR gameplay for the very first time, and as can be expected with a new game, on a new engine platform, some things have still to be addressed before the latest version of the title can match the exceedingly high standards of the original Assetto Corsa simulation.

Not content to hold off until the next scheduled update, Kunos have today deployed a small fix to the simulation that has much attention to the world of VR gameplay, although it must be said that the latest hotfix release also works to address other issues of the title that have cropped up since the latest build, of which the details can be seen below:

Hotfix Update Notes
We are now online with a VR users dedicated hotfix introducing keyboard controls, fixed VR camera scaling (now 6DOF works properly) and some customization settings for your VR gaming experience.

ACC VR Update.jpg


To edit your HUD and camera preferences, head over to vrsettings.json, default location Documents/Assetto Corsa Competizione/Config/vrsettings.json (edit with notepad).

For further support and technical info, please go here ---> https://www.assettocorsa.net/forum/index.php?forums/acc-general-discussions.62/


  • Enabled basic keyboard controls for UI (up, down, left, right, enter, back, pgup, pgdown)
  • VR: Fixed wrong camera scaling that made 6DOF appear to not work correctly
  • Added possibility to look left/right on current car and during replay (not only for the player car)
  • Added possibility to centre view in VR by holding look left or right or back (or cycle left or right in the UI) keys for 2 seconds
  • Fixed HUD not updating electronics values after car setup
  • Fixed filter on Car Selection page
  • Fixed pitstop casually affecting the wrong car
  • Fixed gamepad vibrating when paused
  • Different loading mode for some sound assets
  • Fixed ambient sounds not paused during slow motion / FFWD in replay
  • Better timing for start/stop music
  • Events poliphony optimisation
  • Tweaked sound distance attenuation for some events
  • Fast Rolling start is now default in every Realism preset
  • Fixed slow AI in very wet condition due to wrong detection of puddles
  • Flames and Sparks are now not rendered in internal cameras in the focused car to avoid unwanted flashes
  • Fixed offset values not refreshing when the camera is changed while in View Settings page
  • Tweaked mandatory pitstop request timing
  • Added minimum pit window length (5 mins)
  • Fixed possible crashes after 30 minutes


Assetto Corsa Competizione is available on Steam Early Access now.


Check out the Assetto Corsa Competizione here at RaceDepartment for the latest news and discussions regarding this exciting sim. We intend to host some quality League and Club Racing events as well as hosting some great community created mods (we hope!). Join in the discussion today.

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Happy with the new hotix? Does the latest build address the outstanding VR functionality of the title? How do you rate ACC in VR? Let us know your thoughts in the comments section below!
 
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So these are my settings in engine.ini for a good, crisp view. I added negative r.mipmaplodbias=-0.8 and r.streaming.mipbias=-0.8. Because of more crisp textures dew to mipmaplodbias, i was able to reduce tonemapper.sharpen to 2, but that`s up to you.

To reduce ghosting a added r.TemporalAACurrentFrameWeight=0.2

Here are my full settings:

[ConsoleVariables]
r.TemporalAACatmullRom=1
r.TemporalAACurrentFrameWeight=0.2
r.TemporalAAPauseCorrect=1
r.TemporalAASamples=4
r.Tonemapper.Sharpen=2
r.SeparateTranslucency=0
r.HZBOcclusion=0
r.MotionBlurQuality=0
r.BloomQuality=0
r.EyeAdaptationQuality=0
r.AmbientOcclusionLevels=0
r.SSR.Quality=1
r.DepthOfFieldQuality=0
r.SceneColorFormat=3
r.TranslucencyVolumeBlur=0
r.TranslucencyLightingVolumeDim=48
r.LensFlareQuality=0
r.SceneColorFringeQuality=0
r.FastBlurThreshold=0
r.SSR.MaxRoughness=0.1
r.RHICmdBypass=0
r.DetailMode=1
r.RefractionQuality=2
r.MaterialQualityLevel=1
sg.ShadowQuality=2
r.MipMapLODBias=-0.8
r.Streaming.MipBias=-0.8
 
acc-vr-hotfix-update-jpg.274431

↑↑↑↑↑ THIS is what you should expect for a 2018 PC title standard. Something that Sony does with half of 1080ti and a third of a i7 8700K power in PS4-GT Sport. They call this make full use of hardware resources.
More like a third of a 1080Ti !
I wish more titles would push the visual realism as much as the physics and tyre model .
I play Sim racers to simulate real racing and having the visuals not realistic certainly doesnt help . I do use a Rift for all my sim racing so thats already a visual hit but when games look great in 2D it does come through to the Rift as immersion . When it looks cartoon like it makes it feel like it's a game .
This make sense to me , lol
 
acc-vr-hotfix-update-jpg.274431

↑↑↑↑↑ THIS is what you should expect for a 2018 PC title standard. Something that Sony does with half of 1080ti and a third of a i7 8700K power in PS4-GT Sport. They call this make full use of hardware resources.
True, but in GT Sport the physics/realism is nowhere to iracing, rfactor, AC or R3E. And one must accept that since that's a fact. So the CPU don't have to calculate with so many variables.
 
acc-vr-hotfix-update-jpg.274431

↑↑↑↑↑ THIS is what you should expect for a 2018 PC title standard. Something that Sony does with half of 1080ti and a third of a i7 8700K power in PS4-GT Sport. They call this make full use of hardware resources.

It's worth pointing out that GT Sport was developed on a static architecture which affords developers a lot more opportunity to extract every bit of performance. AC, ACC, R3E, PCars, RF2, iRacing...they're all built to work on a broad spectrum of hardware, software, firmware and drivers. It's not fair to expect the same results.
 
  • Deleted member 197115

Big portion of AC and ACC CPU usage is not physics calculation but rendering thread, this is where systems get usually bottlenecked esp. in VR. You can easily monitor it in AC rendering app (MAIN T)
 
It's worth pointing out that GT Sport was developed on a static architecture which affords developers a lot more opportunity to extract every bit of performance. AC, ACC, R3E, PCars, RF2, iRacing...they're all built to work on a broad spectrum of hardware, software, firmware and drivers. It's not fair to expect the same results.
This. Also do never forget that screenshots are not real-time rendering :)
 
Mod Edit:
Check this out. I disliked this guy's comments about acc being garbage (even though it's in ea) and he has disliked all of my comments...
 

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