Assetto Corsa Competizione Coming to PlayStation 5, Xbox Series X in 2021

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I’m a controller user and it was fine on PS4. Feels even better on PS5. Will be interesting how it feels after the update.
 
Thank you both. So what rotation should I set in game for the G29?

Can anyone share their settings for the G29?
Im on G29, and here are my settings:



18284d0cf239-screenshotUrl~2.jpg


These were recommended settings from this site:

Be sure to scroll down a bit to find the G29 settings. Hope these help. Feel amazing to me.

Btw, for anyone diving in further to ACC, I do host a bi weekly Porsche GT3 SuperCup league series using the 2017 Porsche GT3 Cup car. Link is in my signature for anyone interested in checking us out.
 
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You can change the button mappings for that right now.
I haven't been able to change it. I know that can change the button mappings for everything else but the gas and brake. If you are able to do that on the console version please let me know
 
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Im on G29, and here are my settings:



View attachment 1195673

These were recommended settings from this site:

Be sure to scroll down a bit to find the G29 settings. Hope these help. Feel amazing to me.

Btw, for anyone diving in further to ACC, I do host a bi weekly Porsche GT3 SuperCup league series using the 2017 Porsche GT3 Cup car. Link is in my signature for anyone interested in checking us out.
Thank you. I’ve been using that. I’ve also used other settings in the last with much lower gain. What I’m struggling with is that the car doesn’t seem to turn until I’ve really turned the wheel and at that point it feels like I’m understeering. This happens on straights too. Could it be a deadzone issue on this wheel? Do you notice something similar?
 
Thank you. I’ve been using that. I’ve also used other settings in the last with much lower gain. What I’m struggling with is that the car doesn’t seem to turn until I’ve really turned the wheel and at that point it feels like I’m understeering. This happens on straights too. Could it be a deadzone issue on this wheel? Do you notice something similar?
I dont notice that issue with mine. I do still set the steer lock to the specific car even though they say its not necessary. But wheel feels right for me.
 
I dont notice that issue with mine. I do still set the steer lock to the specific car even though they say its not necessary. But wheel feels right for me.
The correct setting ( steer lock ) would be when your wheel matches the wheel in the FFB settings menu.
Every car I have tried the DOR is correct when using steer lock 900 ( T300 ).
Changing camera view is a quick and easy way to check it before race.
 
The correct setting ( steer lock ) would be when your wheel matches the wheel in the FFB settings menu.
Every car I have tried the DOR is correct when using steer lock 900 ( T300 ).
Changing camera view is a quick and easy way to check it before race.
So basically, you're sayingthat if my g29 is a 900 degree max wheel, i should set the in game controls menu "steer lock" option to the 900 to match....and then the game will correct as needed for each car automatically?
 
I don't even think it's that bad as it is right now. My only gripe is the frame rate at times on the SX. Bathurst is like going back two generations. So it's a shame I'll probably only ever do quick races on certain tracks. I pretty much bought it for Laguna Seca anyway, after seeing some footage. But also to see what my SX could do.. 😢
The thing with tracks like Bathurst and Laguna, among others, is that the difference between Pcars2 ( which is still a fine game ) and ACC is very apparent. All laser scanned and with the proper kerbs, especially at Laguna ( Pcars has no sausage kerbs, just a different colour ) and does catch people out.
There's no frame rate issues with Series S, just the usual bugs that everyone has.
 
So basically, you're sayingthat if my g29 is a 900 degree max wheel, i should set the in game controls menu "steer lock" option to the 900 to match....and then the game will correct as needed for each car automatically?
Correct, the game will then set the right DOR for each car.
 
It’s probably buried somewhere in this thread and I missed it, but what is the current physics engine refresh rate ATM with ACC on PS5? I just watched the 1.18 trailer on YouTube.com, and noticed they talked about the new physics engine having a refresh rate of 400hz.

A couple days ago, I decided to take my rose-tinted glasses off, unplug from GT7 for a bit, and replug into ACC. What a blast! The physics are just so much more nuanced. I just love how much differently the cars handle between the different operating temps in the tire’s especially, and less noticeably (but still noticeable nonetheless), the brakes.

I’m hopeful that this new update ends up working out well for Kunos/505. Sure would be nice to see them be able to justify pouring some more money into the console market in the future.





Edit:

Nvm, found it in @Famine article. So how big of a difference is the jump from 333hz to 400hz?
 
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It’s probably buried somewhere in this thread and I missed it, but what is the current physics engine refresh rate ATM with ACC on PS5? I just watched the 1.18 trailer on YouTube.com, and noticed they talked about the new physics engine having a refresh rate of 400hz.

A couple days ago, I decided to take my rose-tinted glasses off, unplug from GT7 for a bit, and replug into ACC. What a blast! The physics are just so much more nuanced. I just love how much differently the cars handle between the different operating temps in the tire’s especially, and less noticeably (but still noticeable nonetheless), the brakes.

I’m hopeful that this new update ends up working out well for Kunos/505. Sure would be nice to see them be able to justify pouring some more money into the console market in the future.





Edit:

Nvm, found it in @Famine article. So how big of a difference is the jump from 333hz to 400hz?
Here you have a TL;DW video from Aris' (Kunos physics dev) explaining the difference:

 

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I'm not sure if anyone got back to you on this. Is your year set to 2020? That's probably the key. I've been using the M4 GT3 with Philipp Eng for a while.
I posted earlier I had been using the PS4 version on my PS5. Thought I upgraded when switching over. Enjoying the M4 since then. All good.
 
Thanks to fbetes in the official ACC forum.

https://acc.505games.com/assetto-corsa-competizione-update-v-1-8-patch-notes/

PATCH NOTES

1.8.0
GENERAL:
– Added Fanatec GT World Challenge Europe 2021 season as bonus content with all entries, liveries and drivers and championship season.
NOTE: certain entries are subject to DLC ownership.
– Added all-new BMW M4 GT3 as bonus content as part of the 2021 season.

GRAPHICS:
– Updated global lighting and exposure on all tracks.
– Revision of various track-related shaders.
– Revision of various car-related shaders.
– Skybox revision.
– 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 from penetrating walls at close distance.
– Updated track HLODs.

GAMEPLAY:
– Added Open season, merging all game content into a “sandbox” season featuring grid customization.
NOTE: individual official seasons remain playable with no change to their earlier functionalities.
– 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 the preferred generation of opponent cars (all, pre-2019 or new-gen).
– Added Open series championship mode with grid (car groups) and track lineup customization.
– 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.
– Removed entry duplication between the 2019 GTWCH and IGT seasons.
– Tweaked AI logic for strategic decisions reacting to weather changes.
– Improved AI genome at Bathurst, Barcelona, Laguna Seca and Kyalami to reduce the chance of unforced driving errors.
– 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 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).
– Added measures against irregular driving before the green light in Hotlap and Hotstint game modes.
– 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.

UI:
– Revised season selector header in Single Player menu.
– Added GTWCHEU 2021 season selection in Single Player.
– Added Open series selection in Single Player.
– Added coloured session labels in the Replay menu.
– Added session fastest (purple) lap holder indicator in standings, leaderboard and timer widgets.
– Added pitstop indicator and session fastest lap on the leaderboard HUD overlay.

PHYSICS:
– Physics engine optimizations: variable component tick frequency, optimized multithreading.
It results in smoother single-player performance with a 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 tyre flex.
– Improved camber simulation, especially on high positive camber values.
– Improved Outside, Mid, and Inside tyre heating relative to camber.
– Improved Outside, Mid, and Inside tyre wear relative to camber.
– Improved camber gain simulation, affecting slip angles and forces. Evident with high camber values over kerbs and longitudinal bumps.
– Improved surface flash temperature tyre simulation. A wider range of heat generation.
– Improved heat generation in extreme conditions (burnouts, doughnuts).
– 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 the grid.
– Completely revised and improved combined grip simulation.
– Completely revised 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 bump stops damping simulation.
– Implemented bump stops 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 (note: 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 and dew during the night in certain temperatures.
– Improved certain track condition simulation, including the speed of puddle formation.

MULTIPLAYER:
– 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 whereas an older season might produce faster lap times due to higher track grip (such as the fresh asphalt on Silverstone 2018).
– 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 the 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 ratings at Spa.
– Protocol change – old server versions are obsolete and will not register on the backend.


Additionally, we can officially confirm both the American Track and Challengers Packs will be available to purchase on PS5 and Xbox Series X/S from the 10th Nov.
 
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Thanks to fbetes in the official ACC forum.

https://acc.505games.com/assetto-corsa-competizione-update-v-1-8-patch-notes/

PATCH NOTES

1.8.0
GENERAL:
– Added Fanatec GT World Challenge Europe 2021 season as bonus content with all entries, liveries and drivers and championship season.
NOTE: certain entries are subject to DLC ownership.
– Added all-new BMW M4 GT3 as bonus content as part of the 2021 season.

GRAPHICS:
– Updated global lighting and exposure on all tracks.
– Revision of various track-related shaders.
– Revision of various car-related shaders.
– Skybox revision.
– 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 from penetrating walls at close distance.
– Updated track HLODs.

GAMEPLAY:
– Added Open season, merging all game content into a “sandbox” season featuring grid customization.
NOTE: individual official seasons remain playable with no change to their earlier functionalities.
– 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 the preferred generation of opponent cars (all, pre-2019 or new-gen).
– Added Open series championship mode with grid (car groups) and track lineup customization.
– 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.
– Removed entry duplication between the 2019 GTWCH and IGT seasons.
– Tweaked AI logic for strategic decisions reacting to weather changes.
– Improved AI genome at Bathurst, Barcelona, Laguna Seca and Kyalami to reduce the chance of unforced driving errors.
– 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 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).
– Added measures against irregular driving before the green light in Hotlap and Hotstint game modes.
– 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.

UI:
– Revised season selector header in Single Player menu.
– Added GTWCHEU 2021 season selection in Single Player.
– Added Open series selection in Single Player.
– Added coloured session labels in the Replay menu.
– Added session fastest (purple) lap holder indicator in standings, leaderboard and timer widgets.
– Added pitstop indicator and session fastest lap on the leaderboard HUD overlay.

PHYSICS:
– Physics engine optimizations: variable component tick frequency, optimized multithreading.
It results in smoother single-player performance with a 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 tyre flex.
– Improved camber simulation, especially on high positive camber values.
– Improved Outside, Mid, and Inside tyre heating relative to camber.
– Improved Outside, Mid, and Inside tyre wear relative to camber.
– Improved camber gain simulation, affecting slip angles and forces. Evident with high camber values over kerbs and longitudinal bumps.
– Improved surface flash temperature tyre simulation. A wider range of heat generation.
– Improved heat generation in extreme conditions (burnouts, doughnuts).
– 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 the grid.
– Completely revised and improved combined grip simulation.
– Completely revised 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 bump stops damping simulation.
– Implemented bump stops 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 (note: 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 and dew during the night in certain temperatures.
– Improved certain track condition simulation, including the speed of puddle formation.

MULTIPLAYER:
– 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 whereas an older season might produce faster lap times due to higher track grip (such as the fresh asphalt on Silverstone 2018).
– 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 the 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 ratings at Spa.
– Protocol change – old server versions are obsolete and will not register on the backend.


Additionally, we can officially confirm both the American Track and Challengers Packs will be available to purchase on PS5 and Xbox Series X/S from the 10th Nov.
Well the one thing I'm really interested in is in that last sentence. I'm glad that they are going to allow us to buy the American Track and Challengers Pack at the same time instead of spacing them 4 or 5 months apart.
 
I stand corrected, acc does support button boxes on xbox as my twitter’s just got lit up, perhaps i have the wrong button box. Still no Udp though, and my Tm sf1000 ferrari rim is looking like a waste of £350
 
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I stand corrected, acc does support button boxes on xbox as my twitter’s just got lit up, perhaps i have the wrong button box. Still no Udp though, and my Tm sf1000 ferrari rim is looking like a waste of £350
EDIT this is for series’s x Xbox
My button box will not work on acc either,I’ve seen videos of dedicated button boxes that work a few functions but not all,a very expensive option for limited use
 
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Hi,
I'm brand new to ACC, running it on PS4.
I'm really struggling to get info because I have the feeling that in terms of content, screens and configuration features the versions on PC, PS4, PS5, Xbox are quite different.

So my question for you is:
speaking about single and multiplayer content, what are the differences between the consoles? Is this new release coming also on PS4?

Thanks
 
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zjn
Hi,
I'm brand new to ACC, running it on PS4.
I'm really struggling to get info because I have the feeling that in terms of content, screens and configuration features the versions on PC, PS4, PS5, Xbox are quite different.

So my question for you is:
speaking about single and multiplayer content, what are the differences between the consoles? Is this new release coming also on PS4?

Thanks
Unfortunately no. The 1.8 update was released to PC last year, and has finally been adapted to PS5 and XBOX X/S and will be released today.
 
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