Assetto Corsa EVO: All Of The 1,600km2 Open World Map Will Be Drivable

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Images: Kunos Simulazioni
Assetto Corsa EVO is going to a huge release in sim racing, both for how eagerly it is awaited and the size of its Eifel-based open world map - which will be drivable in its entirety.

Just a month remains until Assetto Corsa EVO releases in Early Access, and @Michel Wolk's live stream chat with Kunos Simulazioni's Co-Founder and Managing Director Marco Massarutto led to plenty of additional detail about the upcoming sim being uncovered.

The recent announcement of the open world map spanning 1,600km2 certainly made waves within the community, with some fearing that AC EVO might be headed in the direction of Forza Horizon in a less realistic way. However, those who prefer simply racing on circuits can breathe a sigh of relief: "If you want to, you can completely forget the open world in EVO", Massarutto assured players. "It's an additional value, but it is not needed to enjoy the game.

"Some of the most downloaded mods are free roam maps. We know they are quite popular in the community, but we also know that there are thousands of sim racers who are not interested, so they ignore this map. They will have their perfect Assetto Corsa experience on track - and that's exactly what is going to happen in EVO."

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All Of The Map To Be Drivable​

Despite this, Massarutto seemed positive that many of those who are in doubt about the open world part of AC EVO will be convinced once they give the mode a try. As previously confirmed, the map is going to be quite big, and will feature an area of 40 by 40 kilometers with the Nürburgring-Nordschleife in the middle.

And while this could easily mean that there would only be a fraction of the map available to drive on, the opposite is true. Massarutto confirmed that "the entire area is drivable. If you want to go offroad, you can do that anywhere." And that will include dedicated offroad parks found in the area in real life as well - eventually. "Not on day one, but as we are progressing. The first open-world release is the area closest to the Nordschleife, and we are still determining the size of the initial open world area."

The map will come to AC EVO progressively, starting in the Summer of 2025.

What about speed limits, fines or police, however? Well, they are not going to be a factor - later on, he could imagine the addition of plolice, or players being able to drive other vehicles like ambulances, but the main focus is on making EVO "real immersive without being frustrating. You will not be fined when going over the legal limit."

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Refueling Cars In Open World To Be Possible​

Where you should not go under the limit is on fuel or electric charge, because both will have to be replenished - if you choose to go down that route, that is. When opting for full realism, race rewards could net players bigger rewards, but "we will have game modes that simplify some of these things", said Massarutto. "The more realistic you play, the more rewards you can get. It is more up to you than to us how you live the EVO experience."

Meanwhile, a "classic" career mode of working one's way up the motorsport ladder is not planned for AC EVO, but it is not going to be as simple as having the credits to buy a car or enter a series, either. "If you want to race, you need to get a racing license in EVO", explained Massarutto.

When will Assetto Corsa EVO release?​

Assetto Corsa EVO will hit Early access on January 16 2025, with the full release planned for later that year - in Fall, more specifically. Until the full release, mods will not be a part of the sim, but "we already said that we want to open EVO to modding", stated Massarutto. "In AC1, for example, the editor and tools were available by version 1.0. And we want to keep the Early Access program as short as we can."


What are you most looking forward to for Assetto Corsa EVO? Let us know in the comments below and join the discussion in our AC EVO forum!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

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Comments

The reason for the constant level of detail and the shadow pop in is this. I see it in every AC Evo video. I much preferred a racetrack only AC. Hopefully its improved in the final version.
 
I hate pop-in with a passion. In ACC the tree would seem to load different shadows when you were quite close, I'd much rather have the chance to disable it and have a tree be close up, how it appears when 120 feet away and see no pop in of any kind. Hopefully, with a new GFX game engine we can have a setting where we can completely eliminate pop in of shadows or swapping of textures close to the player car.

Lots of updated info for Evo was certainly nice.
 
I hate pop-in with a passion. In ACC the tree would seem to load different shadows when you were quite close, I'd much rather have the chance to disable it and have a tree be close up, how it appears when 120 feet away and see no pop in of any kind. Hopefully, with a new GFX game engine we can have a setting where we can completely eliminate pop in of shadows or swapping of textures close to the player car.

Lots of updated info for Evo was certainly nice.

I think that's an Unreal thing, the same effect is very noticeable in WRC too.

Edit: sorry, I might be confused and you might be talking about the AC Evo shadow pop, in which case ignore me.
 
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So we gonna buy the cars for the motorsport part of the game ? I can understand the driving license system but in my opinion its not necessary, but i dont work at kunos so idk, for the buying car system i hope not, because i'm not sure if in real life you have to buy a f1 car to participate to world championship but w'ell see...
 
Premium
So you buy a racing sim presumably with cars and tracks but can't race without a license. How exactly do you get this "racing license"? That seems quite important.
And 'rewards' really does sound like FM / Horizon. I sort of enjoyed 'winning' cars and outfits in FM7 - at the start. By the time I stopped playing I had over 40 million credits to spend, over 250 unclaimed 'free' car prizes, and nothing to spend any of it on as I already had all 900 cars and every outfit.
And refuelling for free roam?! I know that some people like playing driving games that simulate what I'd consider drudgery (delivering goods in a truck following traffic regs), but running out of fuel on some random backroad doesn't seem like much fun, compared to hot-lapping the North Loop. Each to their own I suppose, but I'm still waiting for an EVO news release that sounds like a racing sim and not HorizonNg.
I really want to like it - tell me there's global leader boards with Time Trial mode, a great choice of tracks and cars that I can drive simply by buying the game and I'll be a happy bunny.
 
So you buy a racing sim presumably with cars and tracks but can't race without a license. How exactly do you get this "racing license"? That seems quite important.
And 'rewards' really does sound like FM / Horizon. I sort of enjoyed 'winning' cars and outfits in FM7 - at the start. By the time I stopped playing I had over 40 million credits to spend, over 250 unclaimed 'free' car prizes, and nothing to spend any of it on as I already had all 900 cars and every outfit.
And refuelling for free roam?! I know that some people like playing driving games that simulate what I'd consider drudgery (delivering goods in a truck following traffic regs), but running out of fuel on some random backroad doesn't seem like much fun, compared to hot-lapping the North Loop. Each to their own I suppose, but I'm still waiting for an EVO news release that sounds like a racing sim and not HorizonNg.
I really want to like it - tell me there's global leader boards with Time Trial mode, a great choice of tracks and cars that I can drive simply by buying the game and I'll be a happy bunny.
I guess getting a license will be similar to Gran Turismo 4, you do some events and get the licence for that discipline or whatever.
 
Finally what Test Drive (recent) games should have been: a coherent, realistic and engaging open world experience. On top of more traditional racing content, so that game should be a blast for most players. Good luck to Kunos on finishing and polishing the game, I'm very confident about their work)
 
So you buy a racing sim presumably with cars and tracks but can't race without a license. How exactly do you get this "racing license"? That seems quite important.
And 'rewards' really does sound like FM / Horizon. I sort of enjoyed 'winning' cars and outfits in FM7 - at the start. By the time I stopped playing I had over 40 million credits to spend, over 250 unclaimed 'free' car prizes, and nothing to spend any of it on as I already had all 900 cars and every outfit.
And refuelling for free roam?! I know that some people like playing driving games that simulate what I'd consider drudgery (delivering goods in a truck following traffic regs), but running out of fuel on some random backroad doesn't seem like much fun, compared to hot-lapping the North Loop. Each to their own I suppose, but I'm still waiting for an EVO news release that sounds like a racing sim and not HorizonNg.
I really want to like it - tell me there's global leader boards with Time Trial mode, a great choice of tracks and cars that I can drive simply by buying the game and I'll be a happy bunny.

Just a note to say, I agree with you about all that and I don't think this is a game for me...

...BUT I've run out of fuel whilst racing at the Nurburgring in AC multiple times so I'm not sure that's a freeroam exclusive!
 
Premium
I hate pop-in with a passion. In ACC the tree would seem to load different shadows when you were quite close, I'd much rather have the chance to disable it and have a tree be close up, how it appears when 120 feet away and see no pop in of any kind. Hopefully, with a new GFX game engine we can have a setting where we can completely eliminate pop in of shadows or swapping of textures close to the player car.

Lots of updated info for Evo was certainly nice.
All games basically require LOD ( Levels of Detail) to switch models out under certain circumstances.
Many use very antiquated methods we used last century that is just distance to camera. Improvements to this have been on the rendering academic books for almost a century now. Having the orientation of the camera to object allow the model to have the "closest face" a higher poly/detail/shader config can help to make it much more seemless.

Gran Turismo 7 is exceptional and by far the absolute best at maintaining absolute gorgeous display/rendering while keeping the 120fps locked. Others are much much worse and many just lacking.

Bottom line without going into decades of things, There should be far more control in the user settings for this to tailor it to what makes sense for each player. Both in main view and secondary/teriary/mirror views. This is not just a programmatic solution though, modellers then have to create the various step down LODs which already can have 20 different models at lower resolution/detail/poly count/shader complexity, and having orientation permutations could add 4 models for the top 2-5 models each from the most detailed.

All this though also is very tied into segmentation of objects. Vehicles should have a different set of user adjustable parameters for LOD adjustments, then say foliage, or buildings, or primary drive surface, or secondary scenery surfaces. It gets very interesting, but any who want to see it better, should certainly be well informed of the intricacies of how these work and can work depending on how implementations allow or restrict.

Side note, will we finally be able to drive our track car onto a trailer, haul it to a track, drive the rocket off the tow vehicle, and then after it's sploded and left it's guts all over the track, get winched back into the trailer? Or is BeamNG going to be the first for the open world real amateur racing simulation experience? of course this begs the mechanics sim tie in questions...
 
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