Assetto Corsa Pre-Alpha VR Support Teased

Paul Jeffrey

Premium
AC pre Alpha VR Support.jpg
AC ferrari.jpg

Kunos Simulazioni have just teased the news that Virtual Reality support within Assetto Corsa has reached Pre-Alpha stage.


Many see Virtual Reality as the future for sim racing fanatics, putting the driver right in the heart of his or her virtual car and allowing never-before-seen levels of immersion when tackling the worlds digital racetracks.

With more and more VR headsets finding their way onto the market it is only a matter of time before retail prices reach a more affordable level for the everyday consumer. Assetto Corsa's rival Project CARS, already provides a substantial level of support for Virtual Reality and the SMS developed sims current dominance in the VR/Sim Racing field could well be under threat from this latest tease.

Although no details have been revealed by the studio other than the above image, Kunos have confirmed via the official AC Twitter channel that VR support has reached Pre-Alpha stage. With development seeming well underway, perhaps it is worth keeping our fingers crossed that it won't be very long at all until we can enjoy this superb title in all its VR glory. The proposed update is planned to support CV1 at this early stage.

Visit the Assetto Corsa forum right here at RaceDepartment for all the news and Assetto Corsa discussions as well as our mighty mods archive and ever popular Racing Club.

Also check out our Japanese Dream Pack @ Black Cat County race event to be held this Sunday 22nd of May. Hurry, places are due to fill up fast!

Are you excited about VR support within Assetto Corsa? What VR device do you use? In your opinion, is VR the future for sim racing? Let us discuss below!
 
Last edited by a moderator:
Guys, how do you find Vive? Any good?

Could you share any pointers for someone new to VR that might be looking at taking the first steps towards making a purchase?

ta
Check out Gamer Muscles you tube channel. He has quite a few vids now where he talks about VR and compares the Rift and Vive. It's so hard to give advice because different people have such different expectations of what it will be like. The best thing to do is to find somewhere where you can demo a headset. It's really hard to convey what the experience is like because there is nothing comparable. Even trying to compare to 40" triple screens is not possible as it just a completely different experience. There are shortcomings with it only being the first generation, resolution is low, screen door effect is present, but only you know if those shortcomings are going to be a deal breaker and the only way to know is to experience. So do everything you can to demo a unit before paying down what is at the end of the day a large chunk of money
 
I'm still using a DK2 until my CV1 arrives but, looking forward to AC VR support for OVR1.3. ATW makes a huge difference in overall VR performance with the Rift and it seems that some form of VR-menu support may be coming soon to AC as well; good news for VR users and hopefully, Vive support comes soon as well.
 
Changelog:-

1.6.0 -
  • Oculus Rift SDK 1.3 (WIP Pre Alpha)
  • Fixed self shadowing on tyres
  • Fixed wrong log output
  • Dynamic controllers for turbo boost
  • Added RPMS input to dynamic controllers
  • Implementation of Scalable Apps
  • Fixed replay Interface
  • Fixed setup info screen
  • Added filtered speed
  • Fixed race non progression when player is not moving
  • Improved MP collision system
  • Improved AI fuel handling
  • Shared Memory: return type from bool to int
  • Fixed Hotlap Mode unlocking achievement through not valid laps
  • Fixed deltaT for renderAudio
  • Bodywork and horn volumes uses engineVolume
  • Bodywork's smoothvalue use a different alpha
  • Added analogic placeholder for car modellers
  • Added option to draw driver's label on focused car (system\cfg\name_displayer.ini -> DRAW_FOCUSEDCAR)
  • Fixed CameraCar bad nearplane when forcing camera mode change (see exiting from replay)
  • Implementation of Chat App (system\cfg\chat_app.ini)
  • SharedMemory: Moved AirTemp/RoadTemp from Static to Physics, old values in static are deprecated
  • Timing use also the hour/minutes format
  • Fixed GoToPits Cheat to start from the pits.
  • Added 4 Wheel Steer systems (Nissan Skyline , Mazda RX7)
  • acServerManager : storing Driver data also save the current model/skin, so through drag&drop the saved skin can be used on a new slot)
  • Added flags indications for completed session in leaderboards
  • F9 overlay leaderboard is now avoiding red colours for better differentiation of opponent proximity indicators
  • Added new [ASSETTO_CORSA] SIMULATION_VALUE parameter. Increase the number to increase simulation value. Defaults to 0 for obvious reasons
  • Engine performance is now dependent on air density/temperature
  • New AWD transmission code, still WIP (Nissan Skyline & Alfa 155)
  • Fixed pitstop window not appearing when AI retired some car
  • Experimental heating corrections on semislick tyres for Lotus 2-11, Exige Scura, Exige 240 and S3, Lotus Elise SC, KTM X-Bow, Mazda MX5 ND, Toyota AE86 Tuned and Drift
  • BOP for GT3 cars
  • Improved Mercedes AMG GT3 data
 
Last edited:
Guys, how do you find Vive? Any good?

Could you share any pointers for someone new to VR that might be looking at taking the first steps towards making a purchase?

ta

Key difference as it stands is this.

Oculus doesn't come with hand controllers, and is £200 cheaper. If you're likely to only want to use your VR device for racing sims, flying sims, or these will be your proirity, you will be paying or more than you need with a Vive, which comes with the hand controllers.

It's been widely reported that, marginal though it is, the Rift has a slightly better image quality with less noticeable screen door effect (SDE - kind of pixellation because the screens are so close to your face).

Also - at the moment - Oculus is better supported in racing sims. It also performs better because of the asynchronous timewarp that Oculus have introduced. Although both these factors are likely to level up a bit over time as Steam and Vive catch up.

I play Assetto Corsa and Elite Dangerous mainly, so I'm buying a Rift.
 
Key difference as it stands is this.

Oculus doesn't come with hand controllers, and is £200 cheaper. If you're likely to only want to use your VR device for racing sims, flying sims, or these will be your proirity, you will be paying or more than you need with a Vive, which comes with the hand controllers.

It's been widely reported that, marginal though it is, the Rift has a slightly better image quality with less noticeable screen door effect (SDE - kind of pixellation because the screens are so close to your face).

Also - at the moment - Oculus is better supported in racing sims. It also performs better because of the asynchronous timewarp that Oculus have introduced. Although both these factors are likely to level up a bit over time as Steam and Vive catch up.

I play Assetto Corsa and Elite Dangerous mainly, so I'm buying a Rift.
The less SDE results in a lower FOV in the rift compared to the Vive. Vive is also much brighter. Vive has it's own asynchronous timewarp called reprojection. Rift is more comfortable although I have no issues with vive after 3 or 4 hours gaming at a time.
 
Back
Top