Assetto Corsa Competizione v1.8 Update


Assetto Corsa Competizione has been updated to version 1.8. In this multi-page article we are taking a look at the updates to the content, gameplay experience, significant physics updates and the graphics and user unterface.

Kunos Simulazioni has released version 1.8 of Assetto Corsa Competizione. The update is extensive and affects most aspects of your experience playing the SRO simulator.

New content is generally what grabs the attention of sim racers, so this is where we’ll start with our look at the update. The Lamborghini Super Trofeo EVO2 may be joining the sim soon along with the BMW M2 CS, but for now players will need to be content with the BMW M4 GT3. Kunos has been discussing this addition since August but have exceeded their own timeline in bringing it to us.

To complement and integrate the M4 GT3, Kunos has given us the 2021 GT World Challenge Europe season including all liveries and drivers. For those not content to race a single series, Kunos has created a new way to race: Open series. The Open mode allows you to combine various classes of cars, including ST and Porsche Cup with GT3 and GT4.

Another major update affecting gameplay is revised weather logic. Variability now has a greater effect on weather swings and durations.

The changelog pertaining to gameplay and content is below, and look for more coverage of the big 1.8 update here at RaceDepartment.
  • Updated project to Unreal Engine version 4.26.2.
  • Added Fanatec GT World Challenge Europe 2021 season as bonus content with all entries, liveries and drivers and championship season (certain entries subject to DLC ownership)
  • Added all-new BMW M4 GT3 as bonus content as part of the 2021 season.
  • Added Open season, merging all game content into a "sandbox" season featuring grid customization.
  • Added opponent grid mixing option to Custom Race Weekend and Quick Race game modes in the Open season.
    • Use the grid mixing sliders to set car group prevalence in the grid.
    • GT3 car group has an additional setting for preferred generation of opponent cars (all, pre-2019 or new-gen).
  • Added Open series championship mode with grid (car groups) and track lineup customization.
  • Fixed multiclass championships not splitting points per car groups.
  • Automatically generated custom cars are now grouped into teams both in single-make custom mode and Open series championship.
  • Reworked driver assignment system to support custom-generated grids and various driver count requirements.
  • Standardized entry and team ID system across the whole game content in support of the Open series grid generation and championship.
  • Removed entry duplication between the 2019 GTWCH and IGT seasons.
  • Fixed potential rule inconsistencies between official sprint and endurance game modes when played via Single Player and Championship.
  • This also fixes inconsistent auto-selection behaviour of the MFD in these sessions depending on game mode.
  • Tweaked AI logic for strategic decisions reacting to weather changes.
  • Fixed a potential issue with AI pitstop status when loading a saved game, causing cars to DNF.
  • Improved weather model: variability (=randomness in MP) now affects the variation and frequency of weather cycles:
    • Higher variability will now produce larger variation and less predictability in the length of individual weather cycles (time between peaks).
    • High variability might produce both fast changes or prolonged weather spells (or both combined) within the same weekend simulation.
    • Low variability will produce more even weather cycles, akin to the pre-update model.
  • Revised certain aspects of weather functions, including standing water formation and dissipation.
  • Revised skewed track limit definitions for Oulton Park that prevented correct gain calculation.
  • Revised pit speeding thresholds that were often too permissive, both on pit entry and pit exit.
  • Fixed invalid lap being eligible for personal and session fastest (purple) lap in race sessions (also in Multiplayer results).
  • Overhaul of track limit warnings on wet track with its own dynamic, gain-based reference system.
  • Added measures against irregular driving before the green light in Hotlap and Hotstint game modes.
  • Fixed an issue with the Ferrari 488 GT3 (both versions) that resulted in an inconsistency in pitstop position versus other cars.
  • Replay: revised replay tyre rotation matrix calculation to avoid misalignment between tyres and rim (and reduce disk space). The improvement is backwards-compatible, while newly saved replays should occupy less disk space than before.
Continue reading on the next page

Assetto Corsa Competizione v1.8 Update – Physics

Assetto Corsa Competizione Version 1.8 Update 002.jpg
Assetto Corsa Competizione’s update to version 1.8 brought a number of significant physics updates that effect your driving experience in the sim.

Kunos’ seemingly never-ending quest to bring us the best GT racing sim experience has led to them delivering another round of major physics updates.

The changelog is below, but the summary after trying the update physics in ACC is that the cars feel more connected to the road due in no small part to the improved force feedback. The improvements affect all cars in the game, and in all conditions. A secondary effect of all the changes is that you can expect your lap times to be slower.

Competizione’s Balance of Performance (BOP) has also been adjusted across the various race series, including the new 2021 GT Europe series which was added in the version 1.8 update.

Check out all of the physics updates below in the changelog.
  • Physics engine optimizations: variable component tick frequency, optimized multithreading. It results in smoother single player performance with high number of AI and fewer spikes due to overloading single cores on heavy calculations (such as simultaneous collisions). Might not result in outright maximum fps gain, but a significantly lower single-thread occupancy and late steps can be expected, particularly with larger grids.
  • 400hz physics refresh rate.
  • Improved FFB.
  • Improved tyre flex.
  • Improved camber simulation, especially on high positive camber values.
  • Improved Outside, Mid, Inside tyre heating relative to camber.
  • Improved Outside, Mid, Inside tyre wear relative to camber.
  • Improved camber gain simulation, properly affecting slip angles and forces. Evident with high camber values over kerbs and longitudinal bumps.
  • Improved surface flash temperature tyre simulation. Wider range of heat generation.
  • Improved heat generation in extreme conditions (burnouts, donuts).
  • Improved heat generation relative to tyre pressure.
  • Improved core temperature retaining. Tyres dissipate heat significantly slower now, no need to wait right until the last moment to go to grid.
  • Completely rewritten and improved combined grip simulation.
  • Completely rewritten and improved tyre vibrations at high speed and high slip angles.
  • Improved slip angle/ratio simulation relative to cold and overheating tyres.
  • New viscoelastic rubber friction model.
  • Improved dynamic tyre characteristics in various temperature conditions.
  • New rubber bumpstops damping simulation.
  • Bumpstops damping values for all cars.
  • Improved engine throttle simulation.
  • Improved launch control.
  • Improved rev limiter behaviour (soft limiters on some cars).
  • Improved traction control simulation.
  • Improved brake ducts heating influence simulation.
  • Improved rain tyres behaviour (not necessarily easier)
  • Improved the simulation of brake efficiency and power.
  • Improved track grip simulation on and off the racing line.
  • Improved ambient vs. track temperature delta.
  • Added a condition that simulates mist during the night in certain temperatures.
  • Added a condition that simulates mist during the night in certain temperatures.
  • Fixed Lamborghini Huracan GT3 and Huracan GT3 Evo front steer rod geometry.
  • Fixed excessive rear bump steer on the Nissan GT-R GT3.
  • Fixed excessive rear bump steer on the Lexus RC F GT3.
  • Fixed an issue with setup boundaries.
  • Added dedicated 2021 GTWCHEU season BOP.
  • Added Open series BOP (currently matching the 2021 season BOP), functioning as a moving BOP with the latest seasons. Most importantly it also serves as the basis of Multiplayer BOP.
  • Added 2021 British GT season BOP using the latest DHE tyres when a British GT-exclusive track is played through the 2021 season or the Open series (or Multiplayer).
  • Updated IGTC BOP to use the latest DHE tyres when IGTC-exclusive tracks are played through the 2021 season or the Open series (and Multiplayer).
  • Updated Mount Panorama to the latest available BOP when played through the 2021 season or the Open series (and Multiplayer).
  • NOTE: the original IGTC and British GT seasons in Single Player continue to use the original 2019 BOP with corresponding tyres that the original DLC packs recreated!
  • Updated wheel manufacturers' SDKs.
  • Added Thrustmaster SF1000 display support.
  • Added Damper option under FFB settings - controls how much damping is allowed through the wheel driver's DI Damping setting.
  • Increased FFB frequency steps to correspond with the global physics frequency update.
Continue reading on the next page

Assetto Corsa Competizione v1.8 Update – Graphics and User Interface

Assetto Corsa Competizione Version 1.8 Update 003.jpg
Kunos has implemented DLSS and FSR support in the new build of Assetto Corsa Competizione, which will improve the visual experience for those who were previously limited by their graphical hardware.

One of the few critiques that has lasted nagged ACC since release is the resource-heavy video performance. With the new version 1.8 update Kunos has put forth DLSS and FSR support, which should significantly mitigate the amount of GPU resources needed for both NVIDIA and AMD users.

For those not aware, DLSS (NVIDIA’s Deep Learning Super Sampling) and FSR (AMD’s FidelityFX Super Resolution) are processes used by the two major PC video card manufacturers to increase frame rates without overtaxing the card. Kunos has offered various presets in ACC, which each find a different balance of visual quality and frame rate. This will affect both monitor users and VR users. See the changelog below for more details.

The User Interface in ACC hasn’t been significantly updated, but there are now options to select the 2021 European Championship or the Open class. Another interesting update is the improved CinemaHUD. The new version 4.26.2 of the Unreal Engine provides visuals that are even more impressive than previous builds, and the improved CinemaHUD should lend itself to some brilliant screen shots.

Check out the full changelog below for everything that’s been updated relating to the graphics and user interface.

GRAPHICS
  • Added Nvidia Deep Learning Super Sampling (DLSS) 2.0 support for compatible GPUs (RTX 20XX series or newer). Please check manufacturer GPU driver requirements.
  • Added AMD FidelityFX Super Resolution (FSR) support for all GPUs. Please check manufacturer GPU driver requirements.
NOTE: both DLSS and FSR are selectable and functional in Triple Screen and VR rendering modes.
NOTE: DLSS is a temporal sampling method with a proprietary antialiasing solution, while FSR is a spatial upscaling method that can be used in combination with other Temporal AA solutions.
NOTE: DLSS implementation includes a custom DLSS dll version by Nvidia, manually updating to generic version releases might result in regression of image quality.
  • Added Temporal Antialising Gen5 option support. Offers improved aliasing and clarity at a moderate performance cost. Optional over the existing TAAgen4 and KTAA implementations.
NOTE: only functional with Temporal anti-aliasing mode selected.
NOTE: FSR is incompatible with the Projection Correction view setting feature.
NOTE: it is STRONGLY suggested to remove other open-source or third-party implementations of any of the features above (such as via OpenVR etc.)!
NOTE: due to the large number of changes in rendering, it is STRONGLY suggested that custom engine.ini or third-party shader modifications be removed for this update!
  • Added the new rendering mode settings to save with Video Settings presets.
  • Fixed a limitation with Triple Screen rendering that did not allow Temporal Upsampling to be used in combination with it.
  • Updated global lighting and exposure on all tracks to follow Unreal Engine version changes.
  • Updated visual tonemapper presets to follow Unreal Engine version changes.
NOTE: the updated tonemapper settings might produce slightly more saturation and contrast than in earlier versions, adjust per taste.
  • Revision of various track-related shaders to follow Unreal Engine version rendering changes.
  • Revision of various car-related shaders to follow Unreal Engine version rendering changes.
  • Skybox revision to suit Unreal Engine version rendering changes.
  • Optimized light emitters at Nurburgring for improved performance.
  • Reduced bezel gap artefacting appearing along the bezel lines in Triple Screen rendering mode.
  • Reduced SSAO and SSR artefacting around the bezel line in Triple Screen rendering mode.
  • Updated TV, cinematic and free cameras to use the new Unreal Engine cameras with improved DOF effects.
NOTE: this is a global change, old cameras are deprecated.
  • Updated CinemaHUD to use the new and improved DOF effects.
  • Improved blurred wheel rim shader.
  • Improved car spray effect, especially in light/medium wetness situations.
  • Improved raindrop effect rendering logic to follow the updated spray effect.
  • Improved rainfall shader appearance in external cameras.
  • Car headlight shadow bias tweaks to prevent lights penetrating walls on close distance.
  • Updated track HLODs.
  • Added rotary switch animations, available with select cars.
UI
  • Revised season selector header in Single Player menu.
  • Added GTWCHEU 2021 season selection in Single Player.
  • Added Open series selection in Single Player.
  • Revised car selection page, added filtering per series lists.
Applies to both Open series and Multiplayer car selection page.
  • Revised CinemaHUD interface and integration with DOF controls.
NOTE: DOF mode defaults to disabled when Free (F7) camera is toggled.
  • CinemaHUD now toggles off when switching to non-free/F7 camera.
  • CinemaHUD now hides automatically when entering garage page or exiting replay.
  • Added coloured session labels in Replay menu.
  • Added option to constrain the aspect ratio of TV cameras in wide or triple screen rendering modes to 16:9 (the centre of the screen) - find in General Options.
  • Added session fastest (purple) lap holder indicator in standings, leaderboard and timer widgets.
  • Updated MFD pit strategy (auto)selection logic:
Instead of automatic strategy increment after each stop, the strategy selection now does not change automatically but rather autoselects the next clean tyre set on the last active strategy.
When all tyre sets are used, the selection goes to the least used set. Manual selection override is still possible via the MFD. With this there is no longer need to preselect pitstop tyresets on the setup strategy page.
  • Added pitstop indicator and session fastest lap on the leaderboard HUD overlay.
  • Finer step increments for certain Video settings (exposure gain, image contrast, saturation).
  • Showroom: ESC/back restores UI opacity when UI hidden by middle click instead of directly exiting.
  • Showroom: added stance/camber to showroom cars and potential fix to precision error leading to inconsistent wheelbase when losing/regaining application focus.
  • Statistics page: added option to clear personal best laptimes for a given car/track combination.
WARNING: this operation is permanent and cannot be undone.
  • Revised car groups, merging the CUP and ST groups into a single GTC group for matchmaking and server filtering.
Note that CUP and ST remain represented as separate subgroups on the track map, leaderboards and results.
  • Stats: revised and merged grouping of statistics per race track.
Note that tracks are only separated per season where an older season might produce faster laptimes due to higher track grip (such as the fresh asphalt on Silverstone 2018).
  • Stats: fixed an issue that had a tendency to generate unrealistic personal best laptimes.
Note that pre-1.8 incorrect PB laps can be cleared manually on the Statistics track breakdown page.
WARNING: this operation is permanent and cannot be undone.
  • Multiplayer track seasons are now deprecated and all track configurations point to the Open series (currently matching the latest, 2021 season, see Physics notes).
Note for admins: the old season suffixes in the server configuration will remain there for legacy functionality, but they will no longer create a difference in track/BOP version!
Server track configuration (event.json) should use the non-suffix version in continuation, e.g. "misano" instead of "misano_20XX".
Note for users: no matter the server config, Multiplayer will always use the latest Open series configuration from Single Player.
  • Further revised final corner penalty thresholds with the widget formation type when the back of the field is likely to receive the green light inside or coming out of the final turn.
  • Ratings: fixed an issue that could erroneously produce 100 (or 00) CC rating at Spa.
Oh and you made it all the way to the end! Congrats! Have you seen this?
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

Well done on the good work. Far from my favorite sim but efforts I will appreciate. URD car sounds more realistic I must say. Just watch the Sebring test a week ago. Fantastic the devs want the community to enjoy this game for many many years to come.
 
Premium
Woah, this is some update. Looking forward to giving this a go to see if the VR implementation has improved, it's certainly been a while since I last booted this up.

EDIT: Errrmmm, yeah. This is not much better, could actually be worse now but I didn't want to linger as my eyes were beginning to bleed and I didn't want to stain my headset. So, enough of this frolicking on ACC insanity beach, time to return to the warm, welcoming sea of other simulators. ;):)
 
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The problem with ACC was never that there weren't enough rules, tweaks and variables. It was that there were too many (like the unhelpful setup menus). Rearranging the deck chairs on the Titanic isn't going to fix that gaping hole in the side (by which I mean, the road 'feel'--or lack of it--the unpersuasive FFB, that elusive sense of immersion). And unlike AC, which, when something isn't right...or doesn't go far enough...the community can fix it, ACC is a "take it or leave it" proposition. I left it a long time ago.
 
The problem with ACC was never that there weren't enough rules, tweaks and variables. It was that there were too many (like the unhelpful setup menus). Rearranging the deck chairs on the Titanic isn't going to fix that gaping hole in the side (by which I mean, the road 'feel'--or lack of it--the unpersuasive FFB, that elusive sense of immersion). And unlike AC, which, when something isn't right...or doesn't go far enough...the community can fix it, ACC is a "take it or leave it" proposition. I left it a long time ago.
Titanic? Ok.
 
Thanks @RD, no patch notes on Steam or linked in the YT Keynote vid.

I find that Keynote vid unwatchable. Nothing against an accent, but with the music playing (which is annoying enough by itself) it's hard to understand. And I'm not going to play a video just to mute it and read subtitles.



Official CSL DD (non-csw-compatability mode) support?
sorry if dumb question, haven't tried this game with it yet
 
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The problem with ACC was never that there weren't enough rules, tweaks and variables. It was that there were too many (like the unhelpful setup menus). Rearranging the deck chairs on the Titanic isn't going to fix that gaping hole in the side (by which I mean, the road 'feel'--or lack of it--the unpersuasive FFB, that elusive sense of immersion). And unlike AC, which, when something isn't right...or doesn't go far enough...the community can fix it, ACC is a "take it or leave it" proposition. I left it a long time ago.
Actually, the sim has improved much since its release. Admittedly, it is not my go-to but it is my "Sunday Drive" sim. The FFB is better than the FFB in iRacing (my "regular" and league sim) and IMO, the best of all the sims I own.

Yes, the lack of any real enforcement on race violations can be frustrating at times, but whenever I go into ACC I can find a race that is usually clean and competitive for my skill level.

You may wanna give it another shot. Before you do, make sure your wheel base is set up for the sim. I have Fanatec hardware and with the options available at the push of a button on my wheel I can go directly to the ACC software set up and the FFB is set up properly for the sim, with great fidelity.

The great thing about the ACC FFB is that I have dedicated two buttons in my button box that enables me to raise or lower the FFB on the fly and get it dialed in for the car I am racing at the time.
 
Open Mode sounds pretty awesome and fixes a glaring omission from the game that was only British GT multi-class. Also, COTA is coming so GT America is definitely on the way. Here's to hoping for GT2.
 
Well done on the good work. Far from my favorite sim but efforts I will appreciate. URD car sounds more realistic I must say. Just watch the Sebring test a week ago. Fantastic the devs want the community to enjoy this game for many many years to come.
Sebring ? where ? On ACC ?
 
NOTE: it is STRONGLY suggested to remove other open-source or third-party implementations of any of the features above (such as via OpenVR etc.)!

OculusVR vs SteamVR (as SVR is supposed to have OpenXR, use the latter?)
 
Ive been trying out DLSS, its making no difference wether its on or off, got latest drivers on my RTX2070 super, what am i doing wrong. FPS exactly the same on or off. I must be doing something wrong right? Have to say also though, that even without changing any settings, game seems to be running at slightly higher FPS and more efficiently, lest CPU stutters
 

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