Assetto Corsa EVO Early Access Discussion Thread

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I know - it's very likely that the code was ported over from ACC, hence me mentioning legacy code.
Unless you have any evidence of that I find it unlikely that code from UE was used in a totally different graphics engine.

Assets maybe (and that's a maybe).
 
He might be talking about textures in the distance? I think a mate of mine mentioned the same thing - though he reckoned that was mostly due to Unreal Engine quirks, so this might just be legacy ACC code.
In a hot and humid summer day, you'll also see that IRL
New guys want crispy graphic with **** ton of bloom over lights and reflections
AssettoCorsaEVO Screenshot 2025.02.13 - 21.32.37.57.png
AssettoCorsaEVO Screenshot 2025.02.13 - 21.32.37.57.png
instead of what your eyes sees in the real world
 
That's very ... optimistic....

Open world games like Forza Horizon are based on carefully adjusted physics and controller support to allow people to have fun while in a mostly believable world. This requires comprehensive matchmaking and multiplayer environmental support, which has to work seamlessly for most people. The amount of players in FH5 who actually join convoys (prebuilt multiplayer groups which can then race together or hoon around the world together) is absolutely tiny compared to the vast majority which just clicks "play multiplayer now" and has fun.

ACE has already demonstrated physics and controller support firmly in the sim category. Do you think they will have dirt/gravel physics? Do you think they will let you drive around and hillclimb across the entire environment? Absolutely nowhere off-limits?

So yeah, I think you are basically ignoring what open world semi-sims like FH5 are actually about and why they have their audiences in the tens of millions.
I agree that expecting the open world in ACE to be anything like Forza Horizon is setting yourself up for disappointment. Anyone who is able should download some open world mod maps for original AC to get a taste of what it might be like. One of those plus some extra features (destinations like shops etc.) and a little extra polish should make for a good time. Whether it brings many Horizon type people to the title, not so sure.

I will say that at this point, one of my favorite features of GT7 has become the cafe. I like to take an interesting car there and can just look at the scenes for a while. It reminds me of the old days, before kids lol. It would be pretty neat to be able to drive from my giga-garage to the cafe and back. If ACE can give me a little of that it will be a bonus.
 
I don't know what you mean by VR hasn't been implemented. I've played it in VR from the Steam launcher, and with all settings at minimum it can't sustain 90 FPS with a 20-car grid. It barely reaches 60. If you look at the patch notes for the released patches you'll see several references to improvements that have been implemented in VR (I think it's not serious that you talk without knowing the subject you're talking about). And yes, I was in the early access of AC and ACC.
What are your system specs? VR is indeed implemented, but not fully released. Sort of a "use at your own risk" state. Even with my 4090, in VR, it struggles to maintain 90fps with a full grid, but at higher settings. The game is still in very early release, and should be treated as such. They even state that when you load the game. You're also the second person to state that the game will not get any better. Can you please tell me what the winning lottery numbers are gonna be? Asking for a friend....
 
I'm finding very relaxing to just do a special event early in the morning. It also gets me near 19,000 credits. As "grind" goes it’s quite reasonable IMO.
I’m sure this will sound like a really dumb question, but how do you actually earn credits from those?

So far I’ve only done the GR86 at Brands Hatch event. Once I finished it gave me the 6 mins to finish last lap thing :confused: so I went into my pit box. The session ended and as far as I know I didn’t earn anything. I’m still not sure what’s going on between credits and XP, perhaps I earned one or the other and just didn’t spot the add?

Also 2 of the laps were invalidated due to running turns wide, maybe that DQ’s you from earning anything?
 
I’m sure this will sound like a really dumb question, but how do you actually earn credits from those?

So far I’ve only done the GR86 at Brands Hatch event. Once I finished it gave me the 6 mins to finish last lap thing :confused: so I went into my pit box. The session ended and as far as I know I didn’t earn anything. I’m still not sure what’s going on between credits and XP, perhaps I earned one or the other and just didn’t spot the add?

Also 2 of the laps were invalidated due to running turns wide, maybe that DQ’s you from earning anything?
I don't, I just ended my session after the 10 minutes expired while I was still running laps on Laguna Seca and the XP and credits earned appeared on screen, and I only had one dirty lap near the end of session. Maybe there is a correlation between clean laps and earned XP/credits? It would be neat if so.

So, I did the special event at Suzuka but I had two boo-boos (it's slippery, after all) and the payoff was reduced to 16,400 something, so yeah, maybe there are related. Drive clean=earn more XP/money.
 
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I agree that expecting the open world in ACE to be anything like Forza Horizon is setting yourself up for disappointment. Anyone who is able should download some open world mod maps for original AC to get a taste of what it might be like. One of those plus some extra features (destinations like shops etc.) and a little extra polish should make for a good time. Whether it brings many Horizon type people to the title, not so sure.

I will say that at this point, one of my favorite features of GT7 has become the cafe. I like to take an interesting car there and can just look at the scenes for a while. It reminds me of the old days, before kids lol. It would be pretty neat to be able to drive from my giga-garage to the cafe and back. If ACE can give me a little of that it will be a bonus.
Their is no open world map mods for ac1 its just closed free roam. An no those cant be campared to the open world map added to evo later this year. For starters ac evo open world will be completly open and not just roads. You will be able to interact with reallife buisnesses. Such as dealerships, workshops, renting cars, refuel your car etc. And this is the things we just know of.

You will not get any picture of anything of this by playing ac1 free roam map mods.

Ac evo open world sure looks like it will be deeper than horizon that is an open world racing game. Much larger as well.
 
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Unless you have any evidence of that I find it unlikely that code from UE was used in a totally different graphics engine.

Assets maybe (and that's a maybe).
I don't have access to the source code, it's an assumption that (like in most software development cases) the devs ported what they could from the previous engine in the new one.

Perhaps there's no UE specific code - it could just be config files that are coincidentally causing the same issues (eg. texture pop-in).
 
Well, I sincerely hope that GT one day comes to PC, not only to have even more competition and options on PC but because it is literally the only franchise that would make me buy a console.



But in this particular trailer there is a clear declaration of intention to be very GT-like.

Btw You don't need to tell me the story of Kunos and AC, I know that the idea of the first Assetto Corsa was born after the cancellation of a game of the Italian GT racing championship and after Marco having tried GT5.
GT5 could easily be fixed if we [the players] would be handed the options that takes only few hours to code..!
 
I don't have access to the source code, it's an assumption that (like in most software development cases) the devs ported what they could from the previous engine in the new one.

Perhaps there's no UE specific code - it could just be config files that are coincidentally causing the same issues (eg. texture pop-in).
There is a small difference between using different engines and a similar file structuring system, for example The Crew Motorfest uses the Babel graphics engine (modified Dunia) like previous installments but its file structuring and format system is similar to that used in games with the Snowdrop graphics engine.

In any case, the EVO engine has many more similarities with the one from AC1 than with the UE from ACC, although there are obviously things taken from ACC that are compatible with the Kunos software simply because they were designed from the first moment to make them compatible with UE and its own software at the same time.
 
I don't have access to the source code, it's an assumption that (like in most software development cases) the devs ported what they could from the previous engine in the new one.

Perhaps there's no UE specific code - it could just be config files that are coincidentally causing the same issues (eg. texture pop-in).
So that's a no.
 
So that's a no.
...I'm a software developer, re-using code and assets is what we do (when feasible). It makes zero sense to bin years of code when moving onto a follow-up project.
There is a small difference between using different engines and a similar file structuring system, for example The Crew Motorfest uses the Babel graphics engine (modified Dunia) like previous installments but its file structuring and format system is similar to that used in games with the Snowdrop graphics engine.

In any case, the EVO engine has many more similarities with the one from AC1 than with the UE from ACC, although there are obviously things taken from ACC that are compatible with the Kunos software simply because they were designed from the first moment to make them compatible with UE and its own software at the same time.
I reckon Kunos either:

a) Went back to AC1's engine and backported as much (non-proprietary) UE4 code from ACC as they could

Or b) Created a new engine from scratch*, porting whatever ACC code they were able to - which seems more likely to me IMO, due to Stefano's alleged reaction to CSP (I'm 99% certain I've seen this post, but can't find it anymore)

I only have a small amount of game development experience (and that's using Unity, not UE), so I don't claim to be an expert. I'd love to see ACE's code behind the scenes, though I don't think there's much precedent of sim-racing developers doing that.

*Even then, I'm sure they re-used whatever they could - particularly physics code
 


New small footage of the Eifel map with the Alfa Romeo Junior


...I'm a software developer, re-using code and assets is what we do (when feasible). It makes zero sense to bin years of code when moving onto a follow-up project.

I reckon Kunos either:

a) Went back to AC1's engine and backported as much (non-proprietary) UE4 code from ACC as they could

Or b) Created a new engine from scratch*, porting whatever ACC code they were able to - which seems more likely to me IMO, due to Stefano's alleged reaction to CSP (I'm 99% certain I've seen this post, but can't find it anymore)

I only have a small amount of game development experience (and that's using Unity, not UE), so I don't claim to be an expert. I'd love to see ACE's code behind the scenes, though I don't think there's much precedent of sim-racing developers doing that.

*Even then, I'm sure they re-used whatever they could - particularly physics code
Personally, I think it is more option A after seeing certain modders access the files and examine them and how their structure works.

Stefano is also mentioned in the credits (along with Aris) despite not being in Kunos anymore, so he has most likely lent a hand with possible improvements to the Kunos graphics engine, that although Marco kept saying that it was made from scratch (in some interviews he has clarified that a lot of the work like the lighting of the tyre model on the engine was actually done from scratch), from the first moment they call it "Kunos Engine 2.0"
 
...I'm a software developer, re-using code and assets is what we do (when feasible). It makes zero sense to bin years of code when moving onto a follow-up project.
It's a 'no' that you have no evidence that it's been caused in the manner claimed.

It's quite a leap from @bflorezr stating ACE suffers from "blurriness of the graphics" to it being legacy code from ACC being the likely cause (particularly as the claim itself doesn't exist in all situations).
 
Or b) Created a new engine from scratch*, porting whatever ACC code they were able to - which seems more likely to me IMO, due to Stefano's alleged reaction to CSP (I'm 99% certain I've seen this post, but can't find it anymore)
You don't have to reckon. That's what they say they did. :) At least the first part, creating a new engine from scratch. I would assume they also re-used (and modified) bits and pieces of code here and there, because why re-invent the wheel.

With regards to Stefano's reaction; I think Cote Dazur's post sums it up rather well.
Btw I happened to find a quote (from April 2019) which I think is him answering to people wishing the physics could be ported over from ACC to AC:
------------
"...the situation is pretty complex for AC right now. "mods" like Sol that hacked into the code of AC make releasing updates for us pretty tricky.
Doing an update might break their hacked stuff which will result in a explosion of nonsense on the internet... I can already see the titles "kunos release AC update to break new mods and force people to move to ACC"... no thanks.
It's a shame.. because I'd really like to port some of the ACC physics and AI stuff to AC once things slow down later this year.
"
------------
 
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Does anyone remember what Tunr10 was saying about FM8 before the release (100% made from scratch) :lol:
I'm really ashamed to say I believe everything they said leading up to the release of that game 🤦‍♂️

I always like to support developers so I paid for whatever the most expensive version of the game was.

It's most definitely the biggest disappointment of my gaming life.

I would not trust anything Turn 10 says again, especially out of the mouth of that one guy, I think his name is Chris.

Yet, even after being burned by that circumstance I still have trust in Kunos.
 
Difference is we could see way before release that it was not. There is none of those Signs here in ac evo at all.

I'm really ashamed to say I believe everything they said leading up to the release of that game 🤦‍♂️

I always like to support developers so I paid for whatever the most expensive version of the game was.

It's most definitely the biggest disappointment of my gaming life.

I would not trust anything Turn 10 says again, especially out of the mouth of that one guy, I think his name is Chris.

Yet, even after being burned by that circumstance I still have trust in Kunos.
Me too!!

Its just that it made me think about it, since obviously they did not start from 0% but modified current/old base to fit the vision for that title.
As said before it would be kind of ridiculous to start from 0 when you already have assets available.
 
It doesn't look better than GT7 but it looks similarly good.
I'm not sure anything can look as good as GT7. My only problem with GT7 is that it's boring. I find the AI boring and when I overtake a vehicle, they never really fight to come back at me.

Sophy is promising but I just can't vibe with it when it's only two laps.

So, you are definitely right. It doesn't look as good. But, it does look better than I expected.
 
The only thing where GT7 looks better is in the lighting and the car models in the menus, replays and photo mode.

Because in circuit details (such as 3D trees or number of spectators and marshals) EVO has many more even at the lowest graphic settings, each game has its strengths and limitations.
 
It's a 'no' that you have no evidence that it's been caused in the manner claimed.

It's quite a leap from @bflorezr stating ACE suffers from "blurriness of the graphics" to it being legacy code from ACC being the likely cause (particularly as the claim itself doesn't exist in all situations).
Some people have been having issues with blurry textures, some have been experiencing texture pop-in (which seems to be an Unreal Engine quirk) - the latter is also an issue with ACC.

As others have said, you don't re-invent the wheel during development (as seen with Gran Turismo 5, and Forza Motorsport 8 as a recent example). I don't see how it's a leap to consider ported code potentially causing issues (especially if bugs/quirks from previous projects reappear). The current codebase probably has lumps of spaghetti in it, which will hopefully be untaggled as the devs refactor it.

This is my speculation from my own technical background (which I don't claim is comprehensive). I'm curious to know why you consider legacy code causing problems seen in older projects so outlandish - if I were working on this project, that would be the very first thing I'd think during debugging.
 
Some people have been having issues with blurry textures, some have been experiencing texture pop-in (which seems to be an Unreal Engine quirk) - the latter is also an issue with ACC.
It's also an issue with the original AC.
As others have said, you don't re-invent the wheel during development (as seen with Gran Turismo 5, and Forza Motorsport 8 as a recent example). I don't see how it's a leap to consider ported code potentially causing issues (especially if bugs/quirks from previous projects reappear). The current codebase probably has lumps of spaghetti in it, which will hopefully be untaggled as the devs refactor it.

This is my speculation from my own technical background (which I don't claim is comprehensive). I'm curious to know why you consider legacy code causing problems seen in older projects so outlandish - if I were working on this project, that would be the very first thing I'd think during debugging.
I've not said it's outlandish, I've said it's not been evidenced, quite different things. You've assumed that any legacy issues are a result of ACC code, while ignoring any chance of it being AC code. I've simply said that we don't have enough evidence to say either way.
 
Some people have been having issues with blurry textures, some have been experiencing texture pop-in (which seems to be an Unreal Engine quirk) - the latter is also an issue with ACC

ACEvo is not using the unreal engine
 

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