Assetto Corsa | News and General Discussion

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Small update!

"Working a lot on the small parts of the model, I made the wipers, the exhaust, rubber around the windshield, turn signals etc... Optimised the rims also, and the polycount was all good still left a bit room for details. "
- Gregerly


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Great news hearing the tech demo coming out soon.

Wardez do you know what the poly count is on this car? or even after it's finished and optimized?
 
Yeah of course, we're keeping it conservative for the first run. Just optimized the wheels since we were told by guys at Kunos that they were needlessly detailed so went ahead and did that. So after the bare mesh is done, exterior only we're looking at around 60k polies, that's including the rims and tires, but not interior, which will be separate.
 
I have modeled in Lightwave for many years but cars are not a skill set that I possess. Are you guys using 3ds Max? Also I am thinking the interiors will have a lot of poly's as well, perhaps more then the body?

I have seen car models with over 350k's of poly's but of course they wouldn't be useful in any game. What would be a useful poly count for most cars in a game such as Assetto Corsa? I have no idea of that number.

I did mention in a thread about 6 or 7 months ago where I answered a members question in iRacing, what would be the poly count of a car and I said IMO approximately 75k as a rough estimate. My modeling is simple in comparison to what you guys are doing. In my sig there is a link to my web site and once their I have a C/G page with a limited number of my models.
 
60k triangles recommended for the exterior with tires and rims,
60k triangles recommended for the for the high definition driving interior
5k triangles recommended for the for the low definition external camera interior/lod (used in replays when viewing cars from the outside and for other cars on track)

So around 130k per object (every part of the car, animations and all is in one import file) fitting within the target performance parameters they set up for themselves.

They also said it'll be perfectly ok to go over the recommended target, but this is just what they're sticking to for best performance to quality ratio.

That's why the future of AC is gonna be pretty insane with mods, some guys are already kicking around imports that'll be in the half million category of polies.
But for the near, foreseeable future, those will only be single car time trial lapping specials, trying to race more than one of those on track at the same time will be a soul drain.

iRacing has around 75k total I'd think as well, shouldn't be too far off really, they look amazing for what they are though imo, their texture artists are really underrated.

Nice work on your modeling though! Love those landscapes and concept vehicles, Star Wars is awesome as well :D.

You look like you'd be a great static modeler, making assets for tracks and mapping, ever thought of doing that? Imagine laying out your own worlds in bob's track builder or something. Something I've always wanted to do. Oh and yes, 3DSM.

for those who know the italian language



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Free DLC till 2018 WTF is this the real life? Is this just fantasy? Caught in a landslide, no escape from reality.
 
Free DLC till 2018 WTF is this the real life? Is this just fantasy? Caught in a landslide, no escape from reality.

I read it as 'free updates' and 'DLC' as two separate things, it's hard to picture a developer of a somewhat niche product like AC offering free content for five years in this day and age... But you could be right, that would be nice!
 
You look like you'd be a great static modeler, making assets for tracks and mapping, ever thought of doing that? Imagine laying out your own worlds in bob's track builder or something. Something I've always wanted to do. Oh and yes, 3DSM.

Thank you for taking the time to answer my questions Wardez. I have thought about selling some of my models and yes I have not done very much animation work at all.

I love to model but as you know a modeler ends up spending a serious amount of time at the PC. For me it takes more time as I am a right arm amputee, B/E. I use to spend 10-15 hours a day modelling and my shoulders and neck hurt a lot. I have thousands of models in all different stages. I don't do much work these days, more bird photography then anything.

The past 2 years I have gotten a serious case of iRacing and spend hours practicing. I will start back modelling and 3D work one of these days. Thanks again Wardez :)
 
Translation from a random dude, of the presentation:
Ok, this is an important video. Why? Because the fact that a brand like Ferrari is present in an indipendent product is the signal that we are trying to do something that goes beyond the usual productive channels (I'm sorry, but I don't undersand the word, but I think the sense is this). Obviously we can't achieve something like that just with the money, but we have to make ourselves a name inside the italian community of sim racers and gradually we arrive to contact Ferrari, to speak to them about our project and to realize it.
So, today we'll take a look to the market of the racing games, then we'll talk about the laser scanning technology, then we'll take a look to the Kunos team and finally we'll talk about the evolution of the technology that is behind the product.
As for the racing games market we see that we have different categories:

-arcade, the games that don't have the driving as the center of the experience, where you play to just have fun; here all the attention of the devs go on this aspect of the game: the fun experience; there aren't big differences between the cars and once you learn to drive one of them you'll be able to drive all of them.

-driving games, that are the games where the characterization of the cars become more important, but still the base is a game, a fun experience.

-simcade, here we have still games, but the experience become more complex, because there aren't just levels to overcome, but entire championships; these are simulators because the core that's behind them is important, especially because they can run in machines that aren't so powerful as the modern computers; these games base all their marketing on the word "simulation", except they can't be considered 100% simulators.

-simracing, the interesting thing about these category is that here we have only indipendent developers; this is a niche rather little, there are approximately 50000 units, 50000 simracing fans; and these are a pain in the ass, because they are people who know about cars, even professional drivers, people who really know what they are talking about; every time a new product comes out in the forums start flames of hundred of pages where you see people debating for example of how the car behaves in a certain turn.

-professional, these are the simulators used by professional teams to train their drivers; if my driver has to race in Portimao and he has never seen this track, well he can race 150 laps in the simulator and when he will be in the real track he will know every turn, where to change gear and how the car can react with different setups; so, we are also in this market, together with the guys of rfactor pro, that are our competitors; but many times the manufacturers, like Ferrari and Dallara, develop their own software, in a way to be able to use their data in it.

Ok, then what is the plan of AC? The plan of AC is to take these three sectors of the market (simcade, simracing and professional). How we will do that? Well, we can say that we have already the simcade part of the market. How? Well, offering a game that offers no compromises from the point of view of the simulation, but that allow also the casual gamer to play the game and have fun, introducing fun features like the drift modality; If we will be able to do that, to realize this plan, the next time we'll come to the 2014 Game Jam we could have parking problems, because we would arrive with this one (the plane in the slide). He's joking.
More realistically what will happen is that we will be able to take a part of the simcade market, but since we are talking of 5-6 millions of people it's ok. Again he's laughing.

Now we talk about the laser scanning. What is it? What is the big problem with the simulators? There was a big study on the mathematical model that simulates the car, but if then I'll take this perfect model and I'll make it run in a track that isn't perfect, that doesn't correspond to the real one, then all my effort is useless.
He describes how the laser scanning works and he shows a picture of Monza to explain how the thing works. At the end he says that with the laser scanning they obtain a detailed reproduction of the real track, with every bump or depression, and reference points.
...
blablabla
...
AC will be out with a tech preview in days, in february 2013.
This tech preview will be available to the people who have our previous games, in particular NK pro.
We hope to release the game in the 2013 spring.
We will support the game at least for five years with free updates and DLCs. So the game will improve gradually, with the including of features that wont be available with the first release, like the rain, or night racing.
 
Minecraft didn't have designers and it didn't do too bad did it?

This presentation was for a technical school, not meant for mass consumption. We're just all over it since info comes out few and far betwee.
 
Well, Minecraft is a completly different thing. What sells Minecraft is its brilliant idea / concept. Not its graphics or presentation.

In the market of Assetto Corsa, there are great titles with great design (graphic/ interactive)...so, it's a plus to have this point in consideration.

Even if it's a "technical" presentation. They know (or should know) it will be available for the whole world to see it. :) I wouldn't do a presentation like this even in my highschool ^^ But we can have different tastes.

What matters is the game in itself... but this little details make me think.
 
Trust me, you don't have to worry about the core game, that's the least of worries.

It's going to ride whatever success it manages to get based on the driving experience alone, that's what they're working for most.

And I was referring to Minecraft doing so well because of a core concept that every one latched onto because Notch was able to streamline it so well. It wasn't new though, Dwarf Fortress preceded it and he built a more successful adaption as an indie developer, like Kunos. Kunos has the opportunity to unite a lot of people scattered among different titles and communities into one, with big modding support just like Minecraft as well.

Don't feed into petty matters like some ghetto presentation. And trust me, not many people appreciate good presentation, I just know when or not it's appropriate to judge a presentation based on the circumstances. He probably whipped it up on the day since it may've been a special request from a friend, I can only assume.

They can't waste time on making full fledged seminars, 'cause it's just six guys working their asses off.
 
I agreed with you. I just don't get the intention to make clear they have any designers. What for? Maybe it's a private joke I don't know. lol
 
I agreed with you. I just don't get the intention to make clear they have any designers. What for? Maybe it's a private joke I don't know. lol
Did you realize it's a private convention or not?
And yes it's a private joke. You are not italian native lenguage you can't understand everything they say. They work better at what they do, they are not succesfull comedians, even if they use lots of memes their sense of humor can be weird sometimes.
 
Forget it dude. I'm not arguing that they are bad at what they do. I'm loving the project/game and probably i'll buy it.

I see it as a private joke since Italy is known by "the capital of design". :)

ps: I undestand italian very well...although the video sounds awful...lol
ps2: I'm a designer. So when I see presentations like this one I just have to say something ^^
 
But zzz, as a fellow designer, you should have a look at the AC homepage and the UI they showed off at Gamescom rather than this silly presentation - both are well made (especially the hp) so we probably have nothing to worry about. ;)
 
Precisely for knowing their site I was expecting a better presentation. :)
We don't know who created the site too.

But, enough of OFF-TOPIC :D We all just want to grab it and play it. 👍
 
It's the head of Kunos, as said above me, confirming that it'll be out before the 20th. He's never this direct about anything, so you can count on it.

If I'm wrong, I will record myself taking a bite out of an onion, skin and all.

Looks like I won't have to eat the onion :D
Release is imminent.

If it's not out by the 19th...

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