Your Assetto Corsa Reviews.

  • Thread starter Scaff
  • 309 comments
  • 23,550 views
What I have described is what I have seen on my screen using an objective point of view and not a subjective opinion based on my disappointment for a game waited so long from its announcement (free to not believe me).
The issues are here. Every user can verify by himself if I am wrong or not. There isn't hate and I don't want to attack with lies the players who likes AC. But I disagree when these problem are hidden on purpose by other people who use the argument "simulation" as a shield to justify all the problems.
All these problems together ruins the overall experience even if the simulation is one of the best I ever seen (bold, hoping that this time the meaning is clear enough).
 
Yeah I am really stunned that if you do 5 hotlaps it has the replay from the start until the end but the race always skips 3/4 of the first lap.
 
Yeah I am really stunned that if you do 5 hotlaps it has the replay from the start until the end but the race always skips 3/4 of the first lap.
I think it's because the cap is on file size, so with more cars on track it eats up the space quicker.
 
I think the driving physics are better than in any other driving game on consoles but as a game I think it's terrible.

- insane performance issues (on Xbox). I posted several videos that show this
- lots of tearing
- bad career mode / multiplayer
- unbalanced AI that is actually harder than in the PC version
and so on...
 
My ramblings following a few days with the PS4 version of Assetto Corsa with the day 1 patch in place.

Reviewed using my rig, which at the time of writing is a Playseat Challenge, Thrustmaster T150, TP3A and TH8A.

It doesn't cover the on-line, which I will write up separately.


UI and Navigation.

On firing up AC for the first time you are greeted with an excellent intro video that sets the scene nicely and gets you fired up for what's to come (or reaching for the volume control if its midnight as it was for me - best not wake the family).

The main menu and interface is nice and clean, easy to navigate and user friendly. All the usual suspects are in place, with Special Events, Drive and Career taking up the bulk of the screen; below that three smaller sections for News, Replays and Options.

Special Events consist of a massive variety of different Time Attack, Drift and Races that mix and match the car and track combinations up nicely. It’s a great idea for when you can't make up your mind what to do. A special mention for me goes to one event in particular, the very last Special Event is Brands Hatch Indy and a full grip of old school Abarth 500's, it's simultaneously hilarious fun, a real challenge and a great demonstration of the depth of the physics engine. What makes it special is that it does so using arguably the simplest track layout in the title and the least powerful car.

Drive is your sandpit, allowing you to pick from a vast array of event types, from Free Run to Race Weekend, via the likes of Drift, On-Line and Time Attack. Long term this is likely to eat up the bulk of your time, so fittingly it’s the default selection when you fire up AC. Nothing is locked away in Drive either, you have access to the entire car roster and track list, no need to unlock anything.

Career takes you through a series of themed Time Attacks and Races, starting with lower powered front wheel drive cars and building up as it goes. It’s a nice idea that introduces you the different challenges faced with the different drivetrains and just how different road and race cars are on track. As with the Special Events this throws up some nice combinations of cars and tracks at you, I in particular loved a Time Attack at Imola with the KTM X-bow, the car and track suiting each other excellently.

All is however not a bed of roses within the Career mode, or for that matter any 'race' based mode, AC gives you four AI levels, from Easy to Alien. Now I'm not the quickest driver around, but I'm certainly not the slowest and yet the pace the AI has even on Easy is at time absurd. This has the potential effect of seriously putting off a lot of players new to racing titles, and given that another three difficultly levels exist, it's also un-needed. Add in that some of the career events seem designed to be overly difficult even at the Easy level and you have some quite serious balancing issues to content with.

The News section only currently contains some very basic information on how to get started, it's not massively helpful and only time will tell how much love it will get and consequently how much use it will be to us.

Next up we have the Reply tool, which I was pleased to see was nice and easy to find, not hidden away behind some odd part of career as other titles have done. So I was particularly annoyed to find that a limit is set on the size of the replay! I do also mean size, as its not number of lap or time dependent, as it varies depending on track size and number of cars on track. This makes it almost impossible to judge what you will end up with on a replay and as a result very disappointing. I put a lot of videos together across all the titles I run, and this is the first on the current generation that I have found to have a cap on the length of the recording. Given that with PS4 Firmware 4.0 (I'm running it as a Beta right now) you can record up to 60 minutes of gameplay, limiting a reply to circa 6 minutes is absurd.

The last bit is the options side of things, which in all honesty for a title that migrated from PC are very, very basic. Units can be converted, but only for speed, what about every other unit used in set-up screens! Regardless of if you are using a controller or a wheel you can't re-assign a single button, which makes button box support for wheel users a non-starter and is simply unacceptable for pad users. To effectively use a pad with a sim you need to be able to set it up for your personal preference, this is simply not good enough and needs to be patched quickly.

Wheel users will find a surprising lack of options, with no wheel or pedal calibration and minimal Force Feedback Options. The lack of calibration will mainly affect the brake pedal, and by default is very sensitive, with many cars locking up at half travel on my TP3A's. I was able to fix that by adjusting the brake mod on the actual pedal, but this will not be an option for many. The limited Force Feedback options are a welcome sight for many (based on the 'other' sim release on PS4), but once again are not explained to those who are unfamiliar with them. Out of the box they work well, however I would recommend dialling down the Main Force Feedback (first option) and switching on the Understeer Effect, as without doing so the wheel may end up clipping and you will not have the loss of Self Aligning Torque when understeering that you should have (if I'm being picky Understeer Effect should also be a slider, not just an on/off option).

One thing that currently is a real pain for user of the Thrustmaster T8SA H pattern shifter is that currently it will not work if its plugged into the wheel base (as it does with every other PS4 racing title), but rather has to be plugged into the second USB port. This is something that appears to be a carryover from the PC version and is the only PS4 title that I am aware of that forces you down this route. Its quite annoying given that I now have to mess around with cables when moving between titles just to get my shifter working.


Graphics and Sound (OK so how pretty is it on the eyes and ears)

The car models are well done, nicely detailed both inside and outside with full working instrument clusters and the drivers movements well animated (however the speed of gear change is bizarrely quick when using a stick), based on the cars I've sampled to date they are also very accurate models

The tracks however are a very mixed bunch, the immediate track you are on is OK, but as you get further away from the track the trackside furniture and landscape get more and more basic. It's been a while since I've seen 2D static crowds in a racing title, but here they are. It's not a big deal for me personally (hell I love Seb Loeb Rally and that's one of the worse looking sims around) as its consistent and the bits immediately in front of you are fine. They do however as a result seriously lack atmosphere, the focus in getting the laser scanned detail has clearly taken precedent over every other aspect of the track build.

What is not quite so fine it that you get a bit of pop-up in the distance, which is a pain when attempting to read the track ahead, and a fair degree of screen tearing as well. Now both of these can be quite distracting, the degree to which will vary from person to person and it does need to be resolved.

It also falls foul of some very odd design choices, with you just being dropped into the car on the grid as soon as you hit the race start button, most titles attempt to build some atmosphere at this point, but with AC is clinically straight into the race. The end of the race is no different, with no clear indication the race has even finished bar the chequered flag in the top left corner of the screen. You carry on driving for a few hundred meters and then get teleported back to the pits, at this point it's not clear what is happening and easy to leave the screen. Doing so will however lose all progress and the hard work you have put in will be forgotten. You have to wait for however long it takes for an unknown percentage of the rest of the field to finish and teleport back into the pits before you get the results screen and can safely leave the race!

Its origin as a PC title also show in one other area, the set-up screens for the car while you are in the pits. Its small white text on a picture background, I sit around 1.5 metres (under six foot) from a 50" screen in my rig and I still struggle to read it.

Audio is also excellently recreated, from the engine note, timbre and 'feel' of the sound (I run a 5.1 AV system for my rig) are all right. In addition you get some nice atmospheric sounds as well, from the wind noise, to stones in the wheel arches to front splitter scraping the ground under braking. It all adds up to a package that sonically works.

Odd gripes sound wise are that the menu music randomly picks a speaker on my AV system to use every time I change screen, not too bad if it’s the centre speaker, annoying and odd if it's one of the rear speakers (and it will only be one) and when you look left or right the audio crackles and cuts out, it doesn't happen in all cars, but I found it consistent in the Alfa Romeo GTA and Ford Escort RS1600.



Driving Feel, Physics and AI (the important stuff).


Let me get this out of the way nice and quickly. The feel of the track and of driving is sublime, it really is as good as I have ever felt in a sim and its backed up with a physics engine that manages to 'do the double'. What I mean by that is when you get a title that mixes road and race cars, the feel and physics of one normally suffers (mainly down to which side of the tyre model they focus on), here they have nailed both.

The road cars feel like a road car should on track, with lots of understeer to manage, but importantly you can manage it, with lifting off the throttle a little and unwinding the steering a little taming it. Lift off heavily and if the car should you will get lift off oversteer, be in from the Yellowbird or an old school Abarth 500. They are more trickery to position on the track, dive more under braking and more likely to get unsettled if you're not smooth with all your inputs.

Race cars on the other hand give you huge amounts of grip, be it mechanical or aero and as such allow you much more freedom to attack the track, the challenge being how much of the track you can exploit. Don't get me wrong the race cars can and will still bite, and when they do they are going much faster and with much greater forces at play. As such they will do so quicker and with much more damaging results, this is particularly true for the older race cars in the roster.

A comment in an article in this month's Evo magazine sums it up well, and that is with a road car on a track you drive to the limits of the car, with a race car on the track you drive to the limits of the track. This for me sums up the difference that AC manages to capture excellently.

Overall everything about the physics engine and the force feedback is doing exactly what I would expect it to, and as a result you can fall into the wonderful cycle of just you, a car and a track; which results in hours of hot lapping for the sake of it. It's become a bit of a cliché around AC on the PC, but it is one because its the reality of it. One of the nice things about both the Special Events and Career is that it throws combinations at you that you might not pick, yet you still find this 'click' takes place and it’s a wonderful thing.

Now that's not to say that everything is perfect, with my T150 I get an insane amount of 'rumble' from the wheel when waiting in the grid for the start of the race, or waiting to leave the pits for a free run. It's not consistent, but it happens around 80% of the time and not only is it hugely distracting, but I quite certain it's not doing my wheel any good at all. The firmware on the wheel is up to date and this is the only title I own to do it. Once you start moving it then disappears.

Damage also needs to get a mention, its scalable between 0% and 100%, and has both a cosmetic and mechanical effect, at the top end clipping the barrier in an open wheel car is race ending, and missed and miss timed shifts will damage the drivetrain. Contact with other cars also feels solid and with substance, as such damage adds to the package in a meaningful way, which is good to find as it too often feels like a tacked on extra in titles.

Finally the AI, which I initially found to be a pleasant surprise, being both challenging and quick, with not a hint of rubber-banding at all. They will challenged me, they made mistakes, etc. All of it however felt organic and real, as long as you stick to smaller grids, road cars and the slower race cars. As soon as I moved to track cars or race cars the additional speed and corner speed seems to throw the AI a massive curve ball and its gets more interested in its own line and I found unneeded contact from the AI, to the point of being repeatedly driven into from behind in a GT3 race. As such the AI's situational awareness does seem to be very hit and miss, and combined with the AI's speed even at the lowest difficulty level it makes for very frustrating races.

I have however also found some odd behaviour from the AI as well, in one race I was running in forth and was gifted a second place finish when on the penultimate lap three AI cars pitted (two from ahead of me and one from behind), this phenomenon is not isolated either, as I have found it occurring in races in every mode.


Overall

It's far from perfect and has its oddities and glitches (all of which can and should be patched out), but the core of what it sets out to do, which is offer one of the best physics engines around, with the feel and detail you would expect from laser scanned tracks to provide a driving experience which is simply immersive it manages.

While it sounds easy to do, and many have claimed they have managed it in the past this is (for me) the first time it's been managed across road and race cars, of all drivetrain types in a single title.

What they have it seems totally forgotten to do is actually add a game in with it, quite simply it’s a superb physics engine in an unpolished, unfinished package that at times seems designed specifically to frustrate. I do hope that they put the work in to turn this around, as the core of it has so much potential that it does deserve it.

Personally I'm going to stick with it, as I'm happy with hop-lapping with it and am interested to see how it develops; I can get my 'racing needs' with other titles. However, and I suspect I will get a good degree of grief for this, as it stands right now as a package it would be very hard for me to recommend it to anyone looking for a racing experience.
Great review. You nailed. Cheers.
 
I think the driving physics are better than in any other driving game on consoles but as a game I think it's terrible.

- insane performance issues (on Xbox). I posted several videos that show this
- lots of tearing
- bad career mode / multiplayer
- unbalanced AI that is actually harder than in the PC version
and so on...

Scaff was on PS4 and was refreshingly honest about the screen tearing there also. Lets put to bed that its somehow perfect on PS4 and only Xbox has screen tearing.
If it were perfect on PS4 I'd be going out today to purchase one and a copy of AC. Sadly its pretty much the same.
Billy on inside sim racing has some clips of him playing the KTM career mode and has some horrendous screen tearing at Imola on the PS4.
 
Scaff was on PS4 and was refreshingly honest about the screen tearing there also. Lets put to bed that its somehow perfect on PS4 and only Xbox has screen tearing.
If it were perfect on PS4 I'd be going out today to purchase one and a copy of AC. Sadly its pretty much the same.
Billy on inside sim racing has some clips of him playing the KTM career mode and has some horrendous screen tearing at Imola on the PS4.
Yep its present on the PS4, I can't say if its better or worse than the XB1 version, but I've put up plenty of videos that show it happening on the PS4.
 
Yep its present on the PS4, I can't say if its better or worse than the XB1 version, but I've put up plenty of videos that show it happening on the PS4.

Which is what really stood out in your brilliant review, if anyone wants the most honest review of AC before purchase then read Scaffs.
Back when PCars was released and had some screen tearing a frame drops on certain tracks the official forum lead me to believe all was perfect on the PS4, i was so close to getting one but played on my mates first an all the issues were there also, maybe just a bit less bad.
There is an agenda with some folks to constantly do down xbox to the point they will make stuff up.
But yeah, both need fixing as its not the consoles but the way the game is opitimised.
 
Yep its present on the PS4, I can't say if its better or worse than the XB1 version, but I've put up plenty of videos that show it happening on the PS4.
I've noticed screen tearing mostly when I'm going slow and quickly turn, particularly when I've spun out and try to reset myself.
 
There's even screen tearing when the event loads up and the black screen splits in half and moves horizontally to the edges of the display. When I saw that happening in preview vids I knew tearing would be a big issue during the actual driving parts.
 
My crappy review..

Menu - nice easy to get around - wish there was more sorting options for the cars and an easy way to tell their factory settings and transmission type.

Music - I don't like music in racing games and wish I could turn off even the loading intro music it is way to loud. It has that annoying OMFG LOOK AT ME desperation.

Car list - good enough for me but would like Miatas for a fun spec race.

Track list - I know they are scanned but wish there were more of my favorites like Laguna Seca, Willow Springs, Road America, Sears Point, etc (yeah NA tracks) laser scanning to me is overrated (please don't kill me) I have raced on race tracks in real cars and honestly it does not need to be perfect in a sim. Just get the main things right so if you have driven or will drive on the real thing it is close with correct cambers, large bumps and such.. anyways yeah gimme some good USA tracks otherwise they are well done.

FFB, shifting, braking, and physics - FEELS GOOD MAN! :cheers:

Graphics - they are fine except for the already mentioned tearing and odd frame rate.

Sound on track - engines, tire noise, etc all sound fine to me.

Control options :banghead:- what is this a freaking demo? I can't map DRS to a reasonable place on the wheel? There goes racing with any of the cars that have DRS - the car list just shrank. Seat Position and FOV??? - After pCARS how do you not have seat adjustment and more open FOV options? I can't get in that perfect spot that I was able to in pCARS.

UI while racing - has what I want -RPM, shift light and gear indicator. Also I really like the car indicators (red arrows) they are the best I have seen on console. They don't bug me by being annoying like they were on Grid Autosport but they let me have close battles that I struggled with in pCARS.

AI - I have only done a few quick races in the Group B (or is it Group A?) touring cars and I had a lot of fun with them on medium. I am pretty rusty and also never really been a top driver in sims.

Career - N/A - have not tried yet will update this later maybe but everyone has already bashed this down enough..

Online- UPDATE - Got in a few good races and it works but the rooms stay with the same tracks and car types. Keep the same cars yeah but at least rotate the tracks. If the room is empty let me change the options and own the room till I leave then pass it on to the next person. The best thing I have to say about the online is they are actual servers. When another car is around me it was consistent and smooth. No cars absurdly twisting around or teleporting..

Overall - needs work.

Edited - after I did some online races.
 
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My ramblings following a few days with the PS4 version of Assetto Corsa with the day 1 patch in place.

Reviewed using my rig, which at the time of writing is a Playseat Challenge, Thrustmaster T150, TP3A and TH8A.

It doesn't cover the on-line, which I will write up separately.


UI and Navigation.

On firing up AC for the first time you are greeted with an excellent intro video that sets the scene nicely and gets you fired up for what's to come (or reaching for the volume control if its midnight as it was for me - best not wake the family).

The main menu and interface is nice and clean, easy to navigate and user friendly. All the usual suspects are in place, with Special Events, Drive and Career taking up the bulk of the screen; below that three smaller sections for News, Replays and Options.

Special Events consist of a massive variety of different Time Attack, Drift and Races that mix and match the car and track combinations up nicely. It’s a great idea for when you can't make up your mind what to do. A special mention for me goes to one event in particular, the very last Special Event is Brands Hatch Indy and a full grip of old school Abarth 500's, it's simultaneously hilarious fun, a real challenge and a great demonstration of the depth of the physics engine. What makes it special is that it does so using arguably the simplest track layout in the title and the least powerful car.

Drive is your sandpit, allowing you to pick from a vast array of event types, from Free Run to Race Weekend, via the likes of Drift, On-Line and Time Attack. Long term this is likely to eat up the bulk of your time, so fittingly it’s the default selection when you fire up AC. Nothing is locked away in Drive either, you have access to the entire car roster and track list, no need to unlock anything.

Career takes you through a series of themed Time Attacks and Races, starting with lower powered front wheel drive cars and building up as it goes. It’s a nice idea that introduces you the different challenges faced with the different drivetrains and just how different road and race cars are on track. As with the Special Events this throws up some nice combinations of cars and tracks at you, I in particular loved a Time Attack at Imola with the KTM X-bow, the car and track suiting each other excellently.

All is however not a bed of roses within the Career mode, or for that matter any 'race' based mode, AC gives you four AI levels, from Easy to Alien. Now I'm not the quickest driver around, but I'm certainly not the slowest and yet the pace the AI has even on Easy is at time absurd. This has the potential effect of seriously putting off a lot of players new to racing titles, and given that another three difficultly levels exist, it's also un-needed. Add in that some of the career events seem designed to be overly difficult even at the Easy level and you have some quite serious balancing issues to content with.

The News section only currently contains some very basic information on how to get started, it's not massively helpful and only time will tell how much love it will get and consequently how much use it will be to us.

Next up we have the Reply tool, which I was pleased to see was nice and easy to find, not hidden away behind some odd part of career as other titles have done. So I was particularly annoyed to find that a limit is set on the size of the replay! I do also mean size, as its not number of lap or time dependent, as it varies depending on track size and number of cars on track. This makes it almost impossible to judge what you will end up with on a replay and as a result very disappointing. I put a lot of videos together across all the titles I run, and this is the first on the current generation that I have found to have a cap on the length of the recording. Given that with PS4 Firmware 4.0 (I'm running it as a Beta right now) you can record up to 60 minutes of gameplay, limiting a reply to circa 6 minutes is absurd.

The last bit is the options side of things, which in all honesty for a title that migrated from PC are very, very basic. Units can be converted, but only for speed, what about every other unit used in set-up screens! Regardless of if you are using a controller or a wheel you can't re-assign a single button, which makes button box support for wheel users a non-starter and is simply unacceptable for pad users. To effectively use a pad with a sim you need to be able to set it up for your personal preference, this is simply not good enough and needs to be patched quickly.

Wheel users will find a surprising lack of options, with no wheel or pedal calibration and minimal Force Feedback Options. The lack of calibration will mainly affect the brake pedal, and by default is very sensitive, with many cars locking up at half travel on my TP3A's. I was able to fix that by adjusting the brake mod on the actual pedal, but this will not be an option for many. The limited Force Feedback options are a welcome sight for many (based on the 'other' sim release on PS4), but once again are not explained to those who are unfamiliar with them. Out of the box they work well, however I would recommend dialling down the Main Force Feedback (first option) and switching on the Understeer Effect, as without doing so the wheel may end up clipping and you will not have the loss of Self Aligning Torque when understeering that you should have (if I'm being picky Understeer Effect should also be a slider, not just an on/off option).

One thing that currently is a real pain for user of the Thrustmaster T8SA H pattern shifter is that currently it will not work if its plugged into the wheel base (as it does with every other PS4 racing title), but rather has to be plugged into the second USB port. This is something that appears to be a carryover from the PC version and is the only PS4 title that I am aware of that forces you down this route. Its quite annoying given that I now have to mess around with cables when moving between titles just to get my shifter working.


Graphics and Sound (OK so how pretty is it on the eyes and ears)

The car models are well done, nicely detailed both inside and outside with full working instrument clusters and the drivers movements well animated (however the speed of gear change is bizarrely quick when using a stick), based on the cars I've sampled to date they are also very accurate models

The tracks however are a very mixed bunch, the immediate track you are on is OK, but as you get further away from the track the trackside furniture and landscape get more and more basic. It's been a while since I've seen 2D static crowds in a racing title, but here they are. It's not a big deal for me personally (hell I love Seb Loeb Rally and that's one of the worse looking sims around) as its consistent and the bits immediately in front of you are fine. They do however as a result seriously lack atmosphere, the focus in getting the laser scanned detail has clearly taken precedent over every other aspect of the track build.

What is not quite so fine it that you get a bit of pop-up in the distance, which is a pain when attempting to read the track ahead, and a fair degree of screen tearing as well. Now both of these can be quite distracting, the degree to which will vary from person to person and it does need to be resolved.

It also falls foul of some very odd design choices, with you just being dropped into the car on the grid as soon as you hit the race start button, most titles attempt to build some atmosphere at this point, but with AC is clinically straight into the race. The end of the race is no different, with no clear indication the race has even finished bar the chequered flag in the top left corner of the screen. You carry on driving for a few hundred meters and then get teleported back to the pits, at this point it's not clear what is happening and easy to leave the screen. Doing so will however lose all progress and the hard work you have put in will be forgotten. You have to wait for however long it takes for an unknown percentage of the rest of the field to finish and teleport back into the pits before you get the results screen and can safely leave the race!

Its origin as a PC title also show in one other area, the set-up screens for the car while you are in the pits. Its small white text on a picture background, I sit around 1.5 metres (under six foot) from a 50" screen in my rig and I still struggle to read it.

Audio is also excellently recreated, from the engine note, timbre and 'feel' of the sound (I run a 5.1 AV system for my rig) are all right. In addition you get some nice atmospheric sounds as well, from the wind noise, to stones in the wheel arches to front splitter scraping the ground under braking. It all adds up to a package that sonically works.

Odd gripes sound wise are that the menu music randomly picks a speaker on my AV system to use every time I change screen, not too bad if it’s the centre speaker, annoying and odd if it's one of the rear speakers (and it will only be one) and when you look left or right the audio crackles and cuts out, it doesn't happen in all cars, but I found it consistent in the Alfa Romeo GTA and Ford Escort RS1600.



Driving Feel, Physics and AI (the important stuff).


Let me get this out of the way nice and quickly. The feel of the track and of driving is sublime, it really is as good as I have ever felt in a sim and its backed up with a physics engine that manages to 'do the double'. What I mean by that is when you get a title that mixes road and race cars, the feel and physics of one normally suffers (mainly down to which side of the tyre model they focus on), here they have nailed both.

The road cars feel like a road car should on track, with lots of understeer to manage, but importantly you can manage it, with lifting off the throttle a little and unwinding the steering a little taming it. Lift off heavily and if the car should you will get lift off oversteer, be in from the Yellowbird or an old school Abarth 500. They are more trickery to position on the track, dive more under braking and more likely to get unsettled if you're not smooth with all your inputs.

Race cars on the other hand give you huge amounts of grip, be it mechanical or aero and as such allow you much more freedom to attack the track, the challenge being how much of the track you can exploit. Don't get me wrong the race cars can and will still bite, and when they do they are going much faster and with much greater forces at play. As such they will do so quicker and with much more damaging results, this is particularly true for the older race cars in the roster.

A comment in an article in this month's Evo magazine sums it up well, and that is with a road car on a track you drive to the limits of the car, with a race car on the track you drive to the limits of the track. This for me sums up the difference that AC manages to capture excellently.

Overall everything about the physics engine and the force feedback is doing exactly what I would expect it to, and as a result you can fall into the wonderful cycle of just you, a car and a track; which results in hours of hot lapping for the sake of it. It's become a bit of a cliché around AC on the PC, but it is one because its the reality of it. One of the nice things about both the Special Events and Career is that it throws combinations at you that you might not pick, yet you still find this 'click' takes place and it’s a wonderful thing.

Now that's not to say that everything is perfect, with my T150 I get an insane amount of 'rumble' from the wheel when waiting in the grid for the start of the race, or waiting to leave the pits for a free run. It's not consistent, but it happens around 80% of the time and not only is it hugely distracting, but I quite certain it's not doing my wheel any good at all. The firmware on the wheel is up to date and this is the only title I own to do it. Once you start moving it then disappears.

Damage also needs to get a mention, its scalable between 0% and 100%, and has both a cosmetic and mechanical effect, at the top end clipping the barrier in an open wheel car is race ending, and missed and miss timed shifts will damage the drivetrain. Contact with other cars also feels solid and with substance, as such damage adds to the package in a meaningful way, which is good to find as it too often feels like a tacked on extra in titles.

Finally the AI, which I initially found to be a pleasant surprise, being both challenging and quick, with not a hint of rubber-banding at all. They will challenged me, they made mistakes, etc. All of it however felt organic and real, as long as you stick to smaller grids, road cars and the slower race cars. As soon as I moved to track cars or race cars the additional speed and corner speed seems to throw the AI a massive curve ball and its gets more interested in its own line and I found unneeded contact from the AI, to the point of being repeatedly driven into from behind in a GT3 race. As such the AI's situational awareness does seem to be very hit and miss, and combined with the AI's speed even at the lowest difficulty level it makes for very frustrating races.

I have however also found some odd behaviour from the AI as well, in one race I was running in forth and was gifted a second place finish when on the penultimate lap three AI cars pitted (two from ahead of me and one from behind), this phenomenon is not isolated either, as I have found it occurring in races in every mode.


Overall

It's far from perfect and has its oddities and glitches (all of which can and should be patched out), but the core of what it sets out to do, which is offer one of the best physics engines around, with the feel and detail you would expect from laser scanned tracks to provide a driving experience which is simply immersive it manages.

While it sounds easy to do, and many have claimed they have managed it in the past this is (for me) the first time it's been managed across road and race cars, of all drivetrain types in a single title.

What they have it seems totally forgotten to do is actually add a game in with it, quite simply it’s a superb physics engine in an unpolished, unfinished package that at times seems designed specifically to frustrate. I do hope that they put the work in to turn this around, as the core of it has so much potential that it does deserve it.

Personally I'm going to stick with it, as I'm happy with hop-lapping with it and am interested to see how it develops; I can get my 'racing needs' with other titles. However, and I suspect I will get a good degree of grief for this, as it stands right now as a package it would be very hard for me to recommend it to anyone looking for a racing experience.

Bang on. For the driving, you can't beat it - for console users that is
 
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Only messed around with the game for maybe total of an hour so far. Not impressed but can see the potential in hot lapping and maybe someday online racing. Just like other games there are some major issues that need fixed. Find it hard that these blatant major issues get overlooked....it is what it is "I guess". With GT Sport delayed hopefully expansion packs come sooner than later. Maybe that along with holiday discounts might justify buying a wheel that works with the PS4. Track selection is fairly bland, but knew that. Anyways still have Project Cars also. I will say that with the PS4 controller that you can control the cars easier than with Project Cars. More after the holiday weekend.

Really not feeling to much special about this as of yet. Yes sounds are good and physics are pretty good. However with poor driving views especially with the retarded hand jerking around the steering wheel ... in car is no no at this point. Graphics are weak for a PS4 game. Overall content is fairly week. However in the end it is just a game and real life is more important, work and stuff....watching the Royals and the Chiefs. Currently stressed and wrecked just sold a million dollar job at work (less than 48 hours from request to receipt of order) on a really tight schedule.

Long week though so probably space out and just run some laps for a good while at some point....just not sure which game. Maybe even fire back up the PS3 and GT6 and the G27...really it is not that bad especially with all the car models.
 
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My crappy review..

Menu - nice easy to get around - wish there was more sorting options for the cars and an easy way to tell their factory settings and transmission type.

Music - I don't like music in racing games and wish I could turn off even the loading intro music it is way to loud. It has that annoying OMFG LOOK AT ME desperation.

Car list - good enough for me but would like Miatas for a fun spec race.

Track list - I know they are scanned but wish there were more of my favorites like Laguna Seca, Willow Springs, Road America, Sears Point, etc (yeah NA tracks) laser scanning to me is overrated (please don't kill me) I have raced on race tracks in real cars and honestly it does not need to be perfect in a sim. Just get the main things right so if you have driven or will drive on the real thing it is close with correct cambers, large bumps and such.. anyways yeah gimme some good USA tracks otherwise they are well done.

FFB, shifting, braking, and physics - FEELS GOOD MAN! :cheers:

Control options :banghead:- what is this a freaking demo? I can't map DRS to a reasonable place on the wheel? There goes racing with any of the cars that have DRS - the car list just shrank. Seat Position and FOV??? - After pCARS how do you not have seat adjustment and more open FOV options? I can't get in that perfect spot that I was able to in pCARS.

UI while racing - meh.. I am a bad judge all I want is RPM, shift light and gear indicator. I really like the car indicators (red arrows) they are the best I have seen on console. They don't bug me by being annoying like they were on Grid Autosport but they let me have close battles that I struggled with in pCARS.

AI - I have only done a few quick races in the Group B (or is it Group A?) touring cars and I had a lot of fun with them on medium. I am pretty rusty and also never really been a top driver in sims.

Career - N/A - have not tried yet will update this later maybe but everyone has already bashed this down enough..

Online - 🤬 I just .. 🤬 the rooms are empty. If the room is empty let me change the options and own the room till I leave then pass it on to the next person. The ONLY good thing I have to say about the online is they are actual servers. The few times I was in a room with another car around me it was consistent and smooth. No cars moving around or teleporting..

Overall - needs work.


Edit - I forgot - graphics .. they are fine except for the already mentioned tearing and odd frame rate. Oh and sound while on track - seems fine to me.
I've yet to play it (4 days and counting!) but I have a feeling I'll be agreeing with a lot of your points, especially regarding the options. Hearing mixed things from the AI but that should end up being updated in the future. I just want a good race with good car physics. Hopefully will get that.
 
A lot of pros and cons are already discussed in earlier posts. So far I've driven a couple of hours in AC on PS4. Playing around with different cars and their behavior on the tracks is super. For me AC is a nice 'in between'. Hopefully within a couple of weeks/months when new updates are coming in to lift the total experience it will hold me for hours and hours.

May be I'm missing something but I drove some time trials and when done it is really done. Nothing to compare, review etc. Or do I need to read that ****** manual ;)
 
I think graphically its good, in no way is it a Seb Loeb rally, it is nice to look at. I keep playing it, I'd be amazed by now if everyone hasn't got the jist that this game is ace for the driving, FFB physics, but that pretty much is it, which is not a bad thing, far from it, but they really should of been braver and scrapped any career mode and just touted it for what it is and maybe had custom championships in careers place.
That alone could of made this game pretty untouchable.
They have tried to ape Forza and GT with career and it IMO doesn't work at all mainly because most people don't even like the structure in Forza and GT, like pick the worst bit of the best selling behemoths. Odd choice.
 
I like the career and the challenges. They are only not balanced enough for me to give it a real go. I wait for an update on that one. Meantime I'll occupy myself with the single race weekends and maybe some hotlapping. Custom championship would be great!
 
For the enjoyment this game already brought me since last year it's well worth a 9/10 just for the driving experience. Best sim out there for road cars, and on par with the best for race cars compared to other sims like R3E or AMS. AI is good already (on the PC), sounds are great, and online is fun. We all know about the great physics and FFB already so no need to mention it again.

Negatives for me are the tracks that look and sound quite empty most of the times, and the trees can look better in many places too.

So yes, 9/10 after a year.
 
Few comments from xbox one after 4 hours last night.
No crashes to desktop!
I saw stuttering / frame rate drops after turn one on nurb gp in time trial mode. Not every lap though.
Physics awesome, ffb great. Especially on ktm. (Countach is a bit of a pig lol)
Car setup screen navigation bit of a pain initially.
Sound from only one speaker after a while. Fine if only the using tv.
Tire volume is adjustable.
Can't edit wheel button configuration.
Can't adjust seating position or hide wheel/hands. I just run dashboard view now.
T3pa brake mod adjustment removed issue of no brake calibration. Otherwise could be pain I think.
Less stress because it doesn't have overwhelming amount of force feedback etc settings. Less time (days if not weeks) will need to be spent trawling gtplanet for perfect ffb lol!
Online was solid when I tried it (around 11pm est) and found a gt3 lobby with 7 racers. Probably insanely lucky that they were clean apart from one track cutter. Hope people start running other than gt3 or drift lobbies.
Monza gp second chicane can be cut without penalty. Needs fixing!
Liked the slowdown penalty when it worked against cheaters.
Liked the online lobby automatically restarting the qualifying session a while after the race finished.
 
Few comments from xbox one after 4 hours last night.
No crashes to desktop!
....
T3pa brake mod adjustment removed issue of no brake calibration. Otherwise could be pain I think.
.....


I am treating it like an older game. After I start up the game at a few points I put both feet on the brake pedal and mash it all the way down to get full throw. It is the only way I know I am completely compressing the conical brake mod. Seems to be working.
 
I'll give my take on the game with respect to a few other games. It is generally positive! I don't think I'm dropping any bombs here :lol: I just need to spew some thoughts. FYI, I consider myself a casual gamer but a hardcore racer.

I bought Assetto Corsa to hold me over while I wait for GT Sport. I bought the PS4 in April in anticipation of the GTS beta :rolleyes: and didn't plan on playing other games. Once the beta fell through I bought Project Cars and Dirt Rally to give the PS4 something to do.

PCars and Dirt are both great games but neither has me wanting to make time to play. Dirt feels especially good, so why can't I want to play the game? I think it's to do with how I love rally so much, but suck so badly at it. Once I memorize a stage corner for corner I'm able to go pretty Sebastien on it. But I am unable to follow the co-driver's notes to any success otherwise, basically 100% chance of life-ending crash every run. And for this I feel like a failure and hide from the game.

It's harder to pinpoint why I don't feel like playing PCars. Maybe a combination of unpleasant force-feedback (using T300) and seemingly unpredictable grip loss? The driving feels somehow inconsistent. I also get no joy tinkering with options and settings and such which are difficult to navigate. AC doesn't do a lot better here. Once I'm finally racing I tend to frustrate myself. I haven't done any online racing with either Dirt or PCars as I'm not a PS Plus subscriber.

I tossed out these mini-reviews to highlight the fact that Assetto Corsa touched off a chemistry with me right away. The game is different enough vs. GT6 to feel like a very new experience, but at the same time it's familiar. Obviously all of these games are in the same realism ballpark and should be familiar! I think the separating factors are predictability (of which FFB plays a big role) and consistency. Both predictability and consistency are loaded terms here. AC feels familiar to me in that however close to reality it is, it maintains that proximity across the board with all of the different vehicles and locations. GT mostly achieves this as well. That all gives me confidence when I drive, which allows me to enjoy the game more.

If you asked me on Monday "what is the last thing you would ever want to do in a racing sim?" I would have said "hot lap Brands Hatch in a Yellowbird." It was one of the first things I did in AC on Tuesday. And I did it for ~20 minutes, eventually putting down reliably clean laps and enjoying it the whole time! So far, any car/track combo I feel like I could just keep driving in this game. Hot lapping is not typically something I enjoy. It may be that I'm having fun with it in AC because I'm learning how to drive in AC world. The point here is that AC's physics work for me to where I've got more control over some of my biggest weaknesses now than I had even in GT. That alone feels pretty good.

I won't say much about the AI, other than I like it more than GT's at this point. It doesn't get much worse than GT though. I don't have enough of an opinion about PCars to compare but it seems to be on par for better or worse.

Unfortunately I do not foresee having the motivation to do much of the special events and career stuff in AC. There's too little incentive. When I do try it I usually have fun with it, but after 15% or so complete it hasn't been too rewarding. I doubt I'll get much more than 30% completion here.

There's a good chance that my indifference to PCars is more seasonal than anything. I got the PS4 at the start of the "forget about video games" season. The time of year when I traditionally fall back in love with cars and driving is about here, so I'll go back to PCars for sure. I know it has a well established online component and I'd be a fool to bury it before I got in there. I need to feel really comfortable with driving in the game before I go online though, and that has been difficult. Not so with AC. If I knew that AC had what I wanted online I'd feel good about jumping in right now.

If PCars online doesn't grab me and AC's online component isn't improved in the next month or so, the PS3 will be coming out of retirement. I see GT6 quick match is still bumping. As a huge QM fan I'm not sure whether I'm in a weirdo minority, or the rest of the GT community was scared away by the awful initial experience it delivered and doesn't know what they're missing. As flawed as it is I think quick match is the best thing PD has going for GT. It makes online racing approachable for the serious but not so serious types like myself.

And at that, I believe AC will die on console unless they really invest in the online component and make it work for a wider range of racers and not just the hardcore. I'm positive they will fix and expand the lobbies to cover the hardcore guys' needs. Whether they will put together a match making system is the real question for me... and I'm not optimistic there.
 
Few comments from xbox one after 4 hours last night.
No crashes to desktop!
I saw stuttering / frame rate drops after turn one on nurb gp in time trial mode. Not every lap though.
Physics awesome, ffb great. Especially on ktm. (Countach is a bit of a pig lol)
Car setup screen navigation bit of a pain initially.
Sound from only one speaker after a while. Fine if only the using tv.
Tire volume is adjustable.
Can't edit wheel button configuration.
Can't adjust seating position or hide wheel/hands. I just run dashboard view now.
T3pa brake mod adjustment removed issue of no brake calibration. Otherwise could be pain I think.
Less stress because it doesn't have overwhelming amount of force feedback etc settings. Less time (days if not weeks) will need to be spent trawling gtplanet for perfect ffb lol!
Online was solid when I tried it (around 11pm est) and found a gt3 lobby with 7 racers. Probably insanely lucky that they were clean apart from one track cutter. Hope people start running other than gt3 or drift lobbies.
Monza gp second chicane can be cut without penalty. Needs fixing!
Liked the slowdown penalty when it worked against cheaters.
Liked the online lobby automatically restarting the qualifying session a while after the race finished.
What specifically did you do to your brake mod? Do you use the conical? If so what did you do to it? Mine is currently screwed in the recommended hole on the base and the rubber cone itself is screwed all the way down the thread so it touches the mod plate; no visible screw thread (apart from underneath the plate). Thanks
 
I have some observations about the game. First off, the UI is a massive improvement over the PC version.

However, I miss the fine control that is granted with the PC. I do understand that consoles almost always differ from PC game versions in that respect.

The FFB setting is delightfully straight forward. That said, Kunos and just about everyone else does not bother to insert explanations for FFB settings. I guess they figure the hardcore users already know and understand. This just in, we all don't.

I do know that setting FFB strength to 100 you take the risk of dislocating a shoulder.
I've not felt another sim/simcade (GT5/6, PCars, Assetto Corsa PC, RFactor and GTR) with FFB this powerful. The remainder of the settings IMO should be either zero or off. Then gradually add a tick or two and see how it feels.

The FOV I thought was going to be problematic for me. I typically mess around with it until I feel comfortable.

AC on PS4 views are almost perfect for me in terms of straight ahead visibility. They seem to have found (for me at least) the definitive seating position. Still, I miss the ability to move the seat level around. The bonnet view shows way too much bonnet. This is personal as I'm sure everyone has a different take on the views.

The pre-configured HUD displays are OK. But again, I miss the PC based Assetto Corsa ability to toggle in or out any HUD configurations you like as a driver.

Driving I expect to get better and better the more I understand the FFB adjustments. I do notice where the speed of the cars I drive in the PC version are slower than the AI cars. In the console version, first the top speed indicated for GT3 cars with default setting is obtainable and more realistic. For example the top default speed for a 488GT3 car in the PC version is 206 MPH. Even on the back straight at Nurburgring, you never even get close to that speed. At lease I don't.

Finally, although I can get by simply hot lapping or doing race weekend qualifying. I do love to go on-line and create rooms to run in with my mates. Either for racing, cursing or simply tuning our cars and talking about almost anything.

This where I feel robbed with either version of Assetto Corsa. Head phone chat should be mandatory. I don't advocate that every sim have Grand Turismo's social networking capability. But Assetto Corsa should have the means for drivers to communicate using head set or ear piece.

I feel the game is a keeper. But it needs help in the form of patches and content. And please Kunos slow the AI down. Balance the AI so that racing the AI fair. Not EASY, FAIR. Dear God I dont think alien human drivers can keep up on the hard setting. The speed of the current AI is not realistic.
 
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Simple review:

Graphics are ok.
Lighting sucks balls.
Career is boring.
Online is 50/50 good and bad.
Okay car and track list.
Playing with a DS4, it really sucks with stock settings. With a good setting it is really good, surprisingly.

All in all: met 50% of my expectations.
 
Well, after long wait, I finally find time to try AC. My expectations have been fulfilled. I can’t say it's a real sim because I’ve never been at one, but the car I drove behaves mostly like a real car. Unfortunately I don’t have a proper wheel to go with it, but, even with DS4 cars handle how cars are supposed to. Have weight, slide, there's inertia, you ease the throttle and you’ll bring it back to line. you feel Newton’s laws have been fully taken into account. I crash but not in an weird "arcadish" manner. You immediately “feel" what went wrong.
Sound is not as fierce as PCars, undisputed leader, at least to my ears, in this field, but though not as dramatic, sounds more real. The other dynamic features are there. I had foresee AC would handle quite like GT6, and Pcars, but in a much more detailed richer, truer to life, manner. Now I think GT6 is 60%, PCars 8o% bench marked against AC. Only hitch is that, as in PCars, you can’t regain control of the car at very low speeds. Does this happen in real world ? After this I got back to PCars and came to conclude that PCars physics is not really bad, may be the problem is with some cars modeling as some behave well and others don’t. I think that this problem of losing control at low speeds may have something to do with the coil/damping model used in both softwares with car bouncing from one side to other, or lack of synchrony between the DS4 inputs and the car steering. But real cars behave differently don’t they ? As for bugs PCars is a very complex game with graphic damages, track engineer speaking, multiple configuration options, on screen data on suspension travel, G forces acting, tires temperature, so it’s understandable they have their difficulties to cope with all this huge number of variables and features. AC is strict simulation business so they don’t have to compromise in other areas.
Having PD postponing GTS after so much time and with their experience in the field it’s just fair to recognize, being a GT “fanboy” myself (I made into virtual racing with GT5 prologue) that PCars was a huge achievement by the time it was released and remains leader in this aspect to this days.
As I view this “racing car games" tug war if only SMS could improve the physics engine of PCars or do a complete recall through Playstation Store so you erase your copy and reinstall it, or may be selling a DLC “Pro Handling Pack”, or even launch a PCars2 with a better physics, there will be no match (for PCars) at this point. Other than that AC is the “Real Racing Car Simulator” for the moment as strictly concerning physics and PCars “The Thrilling World of Racing” as an overall insight into the car racing field, for PS4.
I just dream about SMS licensing from RF2 the technology for the physics engine for application on PS4 XB1. That would be a serious match for everybody else in the market.
Above all I came to conclude that those two games deserve a wheel, I'm already advertising my G27 and when I sell it I’ll on the market for a new one. My wife wouldn’t notice wheels had changed but my grandson will, and tell everyone.
(If you read to this point you must be a crazy car nut)
 
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