Assetto Corsa PC Mods General DiscussionPC 

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thats just the cpu bottleneck. in single player the cpu has not realy to do many. so the gpu can reach its maximum performance. But with 32 Ai the CPU is fully loaded doing physics and other stuff and so the GPU must wait for the end of that cycle to get the data for the graphics to draw and it has not realy much to do in that big time frame.

So just think about, that your CPU can't reach 90 fps with 32 AI currently. So the only thing you could do is reducing AI or gaining CPU speed. Maybe the car mod has its influence on that too.

And if you just want to technically reach your GPUs limits with 32 AI, you could just increase graphics settings like extraFX or other expensive graphics settings, but it will not gain your fps, it will just gain the time the gpu needs to draw the frame and so it will again reach that flat line.
I've ran an underpowered cpu for some time, and I can confirm that cpu bottlenecking introduces much more stuttering than gpu bottlenecking.

A gpu bottleneck generally just results in a low but fairly steady framerate, opposed to cpu bottlemecking which will often cause constant fps drops, inconsistent frametimes and generally annoying behaviour not really affected by graphics settings.

A cpu bottleneck can also be confusing to identify, at least for an amateur like me. It can occur on single cores or multiple cores and so on, and the cpu usage isn't always a straight forward number.
 
for you maybe, not for me, LODs are essential for me to be able to run races with several cars without performance problems, since simplygon was stop many modders haven't been looking for workarounds, but ACTK must have found one because he's still making them. Yes, I like his work because it's not just reuploading but optimizing and correcting minor bugs, but if creators were a little more careful, he wouldn't need to touch them. When I ask him for a correction, he does it without any problem, and I'm sure that if modders asked him for a correction, he'd do it out of pleasure.
My two cents on this (because i'm not rich, I only have two cents to drop), is that you can enjoy him doing Lods because you actually need it. That's fine, but in the same time not think that what the dude do is morally okay and that it's people who actually did 90% of the work to ask that guy to do the 10% remaining.

I have contributed to other people cars, like for example Forbys sauber, I did a 3D modification, simple one. From shark fin to no shark fin version. It's a visible contribution, but just like 10%, instead of giving to him, and that he update the car to include my changes and everyone can enjoy the car from a single source.

Now this is what he doesn't do. Now you are kind of ****ting on the morality, fork the car and makes his own change, now you have two different source for the car, and if the original modder improve it then you won't have those changes on the other car, and so you end up with having two source for the car with different "improvements" instead of having one single car with all the improvements.

Who wins? not the original modder, not the community, just the ego of the guy that wanted clout
 
A little more playing around with Ralt RT3 skin, this one based on the Jacques Laffite Livery when he run the Ralt RT4 in Australia in 1983. A little more to do on it yet

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DELETE THE OLD CAR

Wiper Animation on LOD fixed

Physic Update by Peugeot905
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Changelog updated physics by Peugeot905

ai.ini
-reduced values to braking and trailing hints
-Reduction in steering gain value(should reduce understeer)
-The AI downshift changed to 81%, which means faster acceleration for the AI.


-Reduction of inertia
-Reduction of mass (1080 kg including the driver in data folder/data.acd)
-onboard settings updated
-new aero implementation
-increased fuel consumption
-correct fuel tank size to 65L
-improved aero balance
-slight setup tweaks


For best lap times warm up tyres for 2 to 3 laps.

 
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1960s Longford

A standalone version of Longford_67 based on the Legion and @slider666 version of the track. All credits for the track go to them. To be honest, there wasn't anything wrong with the track. I just didn't like some missing CSP features and the overall texture brightness and colors. So I made the track look more to my liking. People seem to prefer that I do these as standalone tracks so that's what I did.

1960s Longford

Additions\Changes:

-- Added animated flags on the front stretch and all track flagmen.
-- Texture\shader adjustments to eliminate the washed out look the track had, at least on my system. Very much ppfilter related so you may not like the changes.
-- Two alternative track skins. One gives a burnt out appearance to the grass and trees, more like the original Longford_67 track had. One gives a greener appearance to the grass and trees. I left the grass and trees as separate skins so you can mix and match to get something more to your liking. I.E, you could choose to use the default trees with the greener grass.
-- New collision physics .kn5 file to eliminate the sticky fences. I didn't do all of them for now. I only did the ones I felt might matter. I'll eventually get all of them. Thanks to @pugsang for the instructions on how to do it. Hopefully I did it correctly.
-- New ai lines for the default track. This is a tricky one. How well the ai works on this track is greatly dependent on the car mod. Some mods work well, some struggle. A lot of it has to do with how narrow the track is in some spots and you just can't get wider cars through some areas side by side. If you find my new ai just doesn't work for the cars you are racing, there is an Original_AI folder and an Optional_AI folder you can try instead.
-- New timing .kn5 file to get the cars spread out a little at the start of the race. Helps the AI make it through the first lap.
-- New timing .kn5 file for the reverse layout. The original timing file was an absolute mess. It had the cars line up after the s/f line and in the wrong order at the start of the race and the pit slots were reversed.
-- New sidelines for the reverse layout to help get the ai through the first turn better. They take it a little wide, but I had to do it that way to make it work.
-- A host of new replay cams for both layouts from @CrisT86 , @DaBaeda and one from myself.
-- New ext_config done by @CrisT86. Don't ask me what changes he made. I only know it works well.

Notes about the config:

-- If you want a darker or lighter road surface, open up the ext_config file in Notepad++ Change the ambient and diffuse values for the three entries from line 489 through 505.
-- The base ext_config has no snow days. If you want at least one day of snow to drive in, go to the extension folder and delete or rename the ext_config file. Rename ext_config_with_snow to ext_config and set your date to July 20-22.

As always, please point out any mistakes so I can fix them. I'm not an expert at this stuff.

View attachment 1223459
Link has been updated with a small, unnecessary update that I imagine most will skip. It's just something that bothered me when I went back to the track after not driving it for awhile.

-- Applied the @Masscot cable fix to all of the powerlines.
 
Question about the rain. I rarely use rain races, but I definitely remember that I have never had such a problem before. some cars (not all), some standard, some modified, when driving in the rain, have a translucent hood through which the road is visible. csp 0.2.4-preview1-full What could be the problem?
Assetto Corsa Screenshot 2024.06.10 - 17.06.10.86.png
 
Is lods pertinent when CPU is bottlneck? I have some people that suffer slowdown, like the car is moving a lot slower, and it take multiple seconds to be at 250km/h on unoptimized track + Pyver extension. But it's not a constant freeze, the fps is fine. And the AI seems unaffected too

If it is, I might start doing lods for the cars
 
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Is lods pertinent when CPU is bottlneck?
As knowledgeable people explained to me, the number of objects (in kn5) affects the processor, and the number of triangles affects the video card. that is, yes, LODs will help the processor if the number of objects in them is reduced
 
Is lods pertinent when CPU is bottlneck? I have some people that suffer slowdown, like the car is moving a lot slower, and it take multiple seconds to be at 250km/h on unoptimized track + Pyver extension. But it's not a constant freeze, the fps is fine. And the AI seems unaffected too

If it is, I might start doing lods for the cars
For VR users its essential.
 
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look at the Kunos standards for formulas, there are about 80 objects for lod B, about 30 for lod C, and about 5 for lod D
well I will aim 80 objects for lod B

30 for LOD C mmmmmmmmmmmmmm not sure, does joining every suspension into one single object in blender (with ctrl+J ) really do the trick ?
 
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Is lods pertinent when CPU is bottlneck? I have some people that suffer slowdown, like the car is moving a lot slower, and it take multiple seconds to be at 250km/h on unoptimized track + Pyver extension. But it's not a constant freeze, the fps is fine. And the AI seems unaffected too

If it is, I might start doing lods for the cars
Partly true, but there is another thing at play and it is especially noticeable on your latest F1 pack. I meant to send you a message about it. The 3D collider should have as few faces/triangles as possible, AC uses these plus track physics layer for it's calculations. Ideally you should aim for under 100 triangles, see the Kunos F138's collider for example. Your Caterham has 572 triangles. This and some mod tracks that have very large physical layer will cause massive game slow down but FPS will appear unaffected.

1718031362544.png
 
Partly true, but there is another thing at play and it is especially noticeable on your latest F1 pack. I meant to send you a message about it. The 3D collider should have as few faces/triangles as possible, AC uses these plus track physics layer for it's calculations. Ideally you should aim for under 100 triangles, see the Kunos F138's collider for example. Your Caterham has 572 triangles. This and some mod tracks that have very large physical layer will cause massive game slow down but FPS will appear unaffected.

View attachment 1363640
I never realized, it makes more sense then.

I'll work on that this week and roll out an update next week to fix this + audio being too low + hard tyre being silver and not orange and some skin update for test driver and 3D helmet adjustments
 
well I will aim 80 objects for lod B

30 for LOD C mmmmmmmmmmmmmm not sure, does joining every suspension into one single object in blender (with ctrl+J ) really do the trick ?
Some objects can be deleted, some can be combined. If you need to be more careful with Lode B so that “transitions” are not visible, since it works quite close, then with Lode C and D you can act more boldly, since many objects are no longer visible at such a distance.
 
well I will aim 80 objects for lod B

30 for LOD C mmmmmmmmmmmmmm not sure, does joining every suspension into one single object in blender (with ctrl+J ) really do the trick ?
My advice is to leave only the objects visible rather than aiming for a specific number of objects. Yes, it won't be the best choice, but at least you're sure to tighten the LOD to the bone making it as light as possible. As for blender, yes, the join parts/mesh trick with the same material works as long as you leave the parts subject to animations intact. In theory you could, for example, merge all the metal elements into a single mesh by assigning to the material an empty (completely white) aomap so as not to have problems with objects mapped differently. Obviously all textures must be in the main lod to avoid errors.

EDIT: obviously you have to create them taking into account the transition between the lods. It takes a bit of patience but for better or worse you can create a light lod.
 
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