Was Unreal 4 the first engine choice?
They tried Unity back in the beginning of Assetto Corsa. They were deciding between using their current engine or starting from scratch with a new one. They tried Unreal 4 first, and it worked right away.
Has Unreal 4 been alright to work with until now?
"Our quality of life went a bit down." AC was faster to compile compared to Unreal 4. The end result is worth the time they put into it. The graphic team loves it, doesn't require the programming team.
During AC, when did you guys start to focus on a new title?
A part of the team moved to the new game, but we couldn't talk about it. If you read between the lines of the change logs, you would notice something changed (no new features, only cars and tracks). Their beta testers would ask what they're working on but they couldn't reveal anything. AC2 work began around second half of 2016.
Would it have been possible to partner up with Blancpain without 505 Games or Digital Bros?
They had an idea to partner with Blancpain before 505 Games. They proposed the idea to 505 Games. They could have funded it themselves had there weren't any interested investors.
Has the Kunos team increased in size to accompany the new game and engine?
Kunos is much smaller than their competitors. They hired 4 new programmers. 1 senior programmer for graphics and post-processing, 1 mechanical engineer for physics, one dedicated programmer for UI animations, and the guy from Minorating. If they didn't have 505 Games, then they would have only hired 2 guys. Thanks to the resources from 505 games they can have bigger ambitions.
What attracted you guys to Blancpain?
From fan suggestions, GT racing was always near the top, right below night racing and weather. WEC lost some interest because Porsche and Audi left. Blancpain is growing a lot. It is the most complete racing series. It features: sprint, endurance, night, wet conditions, different levels of drivers, driver swaps, etc. things the AC fans wanted. "Blancpain was the natural consideration."
Have they (I think they mean Blancpain) put any pressure on you to change the focus of the game, simplify it, make it appeal for a wider audience or do you still have reasonable rein to make it what you want?
They saw genuine enthusiasm from SRO. They loved the original prototype of the game. They really wanted their own official game like F1. They knew about AC's reputation and they wanted a good representation of their series. SRO never asked them to change the DNA of the game. Even if they did, they probably would have decided not to work with them. Doesn't make any sense for them to compete with bigger companies. If the physics sucks, it's their fault and no one else's.
Why is it called Assetto Corsa Competizione?
"Assetto Corsa isn't just a product, it is a brand. It is a synonym of authenticity, realism, accuracy."
What does it mean when you said ACC is just the tip of the ice berg?
It is a completely new product. It is not just to feature Blancpain, but to create a fully immersive experience. It is their first step in their long term strategy. "A bit early to think about it"
Is it more a partnership with Blancpain or a standard license agreement?
At the beginning it was a license agreement, but as they showed SRO the progress they were making, it quickly became a genuine partnership. They took the challenge because they like to be challenged. F1 is completely unrealistic, not only because of cost, but because of licensing and rules, brand, etc. You have to create a game for the masses to keep it sustainable.
Is ACC basically AC2 or is it a prequel to AC2?
Too early to tell. They need to take baby steps before they make any decisions. They don't even know if there'll be a AC2. At the moment for them, "the world ends with ACC. That's our target". After that target, then they'll think about the future. They won't close any doors. They're trying to make the game engine general, not specifically only for GT3.
Unreal 4 is a long term investment, not a one time thing for ACC, assuming it works out?
They're in for the long term. It's great, they're happy with it. They're not big enough to work on 2 projects at the same time. Already really crazy.
Will there be more details since ACC is so focused?
Yes, because there's a smaller amount of cars that are similar. In AC, it was difficult, because when they changed a small thing, Aris had to update all the cars. One time, they changed the tire model while Aris was on vacation, so when he came back he had to update all the cars. It's very difficult to change things in a game that's already out, because people are used to the current version. People would get mad. They are more free to experiment now. Their new physics guy is doing amazing work for tire flex, aerodynamics. We have tire flex!! They've always had it, but now it's better and visible in the graphics. Aris is now free to experiment, such as brake temperature influencing tire temperature. They're currently in the fun part of the project, where it's okay to break everything. It's almost time for the part where you can't break everything. If someone finds something interesting, if it breaks everything, they'll try to implement it.
Will the FFB code be completely rewritten for ACC or will it incorporate elements in the new game engine?
The FFB is a thin layer on the top of the physics, it's not doing much. At the moment it has not changed at all since it was brought over with the old physics engine. When they say physics, it includes "both physics and artificial intelligence". Physics and AI are brought over from AC and everything else is rewritten.
Is a console release possible in the future? Linux? Vulkan support? Windows 7?
They're not closing any doors when it comes to consoles. They hope everything they do will become compatible with consoles. They had to completely redo the AC UI for console since it used the mouse originally. "Continue to build for console and see how things are going" A third party engine has a lot of the work done for you, it has a lot of features. Therefore it also limits you if you don't like how it's performing. "If we can offer a good game for console, why not? We will be super happy. If we can't, there's nothing we can do." Unreal engine is working on Vulkan support. They'll upgrade to the next version of Unreal 4. They'll commit to it and will have better Vulkan support. DirectX11, DirectX12, Vulkan support. That is not in their control. It's complicated. Linux, probably not. No one in Kunos uses Linux. Not easy, complicated. Linux support would not make sense, commercially. To put the game on Steam they had to list the minimum requirement. When they did that, they thought if Microsoft is dropping Windows 7 support, why should we support it? There should be no problems on Windows 7 though. They won't break it for Windows 7.
People say Unreal 4 works better with Nvidia graphics cards than AMD. Have you experienced this? Have you put extra work for AMD?
They don't think it's the case. It shouldn't perform worse on AMD than Nvidia. It would depend more on drivers. It's not a problem. They can't support one card batter than the other. There's nothing in the code that can determine what card you have. They have both cards in their studio.
Real world drivers use AC for practice. Has Blancpain been able to bring more drivers to help develop the game?
SRO wanted the drivers involved in the game first. They'll meet with the teams at Paul Ricard soon. They already have some good partnerships thanks to the Vallelunga race track. The cooperation with the teams will only be more effective than in the past. "Numbers never lie". They work with the data from the team engineers. Driver feedback is subjective. They invite drivers to drive the same car in the real world. Faster drivers say the car is well balanced, ok, and good enough. The slow drivers always found something wrong with the car.
Small story:
A Formula One Academy driver visited Vallelunga before his test. He never been there before. He drove for several laps on the simulator. At one of the turns, he lost control and and hit the wall. He said the car doesn't feel real. They thank him for the advice. The next day, he drove the real car on the track. He crashed the car at the same place, at the same wall, in the same way.
They'll attend some Blancpain events this year. After Misano, they'll work directly with the team and drivers. They'll test the game and take advice. They also have a very famous race car driver that they get very important feedback from. They can't reveal who, not a testimonial. They know drivers who use AC so it'll be interesting to see what differences they can find between AC and ACC. The problem with driver feedback is that the code is based on numbers and the feedback is over there. It's very difficult. Understeer, oversteer can be fixed with a setup change. Talking with engineers is important because they work mentally similarly to what they're doing in the code.
Having the Blancpain license, has it made it easier to access information from the teams? Richer set of data for ACC than AC?
In terms of CAD data and car data that they receive from manufacturers, they already have a good amount of information. What changed is that now they have better access to teams. They're not scared to share their data. Through SRO, the teams know they are not unknown people trying to sell their data, but they're trying to accurately represent their cars, their drivers, their teams, their liveries. It has changed how they approach us.
Do you expect to implement the full cars, teams, drivers, rule packages, etc. in the Blancpain series?
They'll reproduce the whole 2018 seasons and then they'll work on the 2019 season. They have everything from 2018. All the rules, all the aspects. All the characteristics of he Blancpain series. "You can also join the championship or race as a sprint driver or endurance driver and so on."
Will it have a proper offline race weekend (proper number of practice sessions, qually, race, Thursday practice session, Friday practice session, etc.)?
Yes. All the practice sessions also the right time of day for the qualifying session, at night for example.