Marco Massarutto Interview: How Kunos plan to get Assetto Corsa EVO Right

Marco Massaro.jpg
Michel interviewing Marco Massaro
With all the hype around Assetto Corsa EVO, everyone wants to know what the game will and won't have included. OverTake.gg's Michel Wolk sat down with Co-Founder and Executive Manager of Kunos Simulazioni, Marco Massarutto, at the Sim Racing Expo to find out!

Kunos's latest title, Assetto Corsa EVO, has been stealing headlines all over the Sim Racing Expo event. Check out the video or edited transcript below to find out exactly what Co-Founder and Executive Manager, Marco Massarutto has in store for us sim racing fans.


Marco Massarutto Interview​



Assetto Corsa EVO focuses on road cars as well as racing cars, your other titles Assetto Corsa Competizione are just GT3, GT4 and now the GT2 pack as well, what makes Assetto Corsa EVO different from your previous titles and not just a sequel to the first game?

It's its own thing, so it is a completely new build and the current pronunciation is EVO because we wanted to keep the Italian roots and the style of the game to be Italian. Whilst it shares the same name as Assetto Corsa it is not a sequel but it kept the same vision in terms of the kind of content with cars, tracks and gameplay modes.

We went back to the basics of what we did many years ago, but it's not a sequel. It's not just bigger than the first Assetto, we have expanded it from every point of view. We have, of course, improved the physics and the handling as well as the graphics. We created a completely brand-new engine for this title, an engine that is designed specifically for racing game content.

We made this decision to stay in control of the technology behind EVO and we also wanted to express the
very best that a racing simulator can achieve in terms of visuals, sounds, physics, graphics and so on. We have expanded EVO a lot in terms of gameplay which was one of the downsides of the first Assetto.




What are the main differences in gameplay compared to the first Assetto Corsa?

This time around, we will feature a game economy so that players do not just have a wide spread of cars to choose from. You can own the cars, collect the cars, customize your cars and you can also tune them extensively.



1.jpg

Alfa Romeo Giulietta



Concerning customization, how far can you go with it in Assetto Corsa EVO?

Tuning is for some people, just a mechanic in the game. They want to make their car more effective on the track or the road, whereas others just like to customize the car because you don't need specific rims sometimes unless you are racing to be faster. If you just want to have the beautiful rims or the rims you like or the spoiler or something else, that is possible.



Can you change the power output by, for example, adding a bigger turbo or changing the car to stage 1 as an example?

We do have this in the program and we are cooperating with some aftermarket companies to bring this to life in EVO. We are going to unveil this as soon as we get into the Early Access program.

The partnership we have is crucial because we want the way you modify your cars in EVO to represent how they would work in the real world. You can decide to mount a huge spoiler on the rear of the car and possibly
you will discover that it can worsen the
performance or not.

For example, if you like a specific car model and you want to buy one in red and you get it as a stock car and like it exactly as it is, that is also fine. The cars are there to be enjoyed with other rims and parts if you wish to do so.




There have been many rumours circulating about a freeroam mode in EVO, especially the Eiffel roads around the Nordschleife. Is this the direction EVO wants to go in?

We have confirmed that we will have free roaming, because with some specific cars that you love maybe they are not so interesting when being driven on the track because of performance handling. For example, in the previous trailer, you can see the Morgan Super-three, the three-wheeler that is an amazing car to drive and have a trip with, but would be useless to drive it on the track probably.

It would be useless to drive a racing car on roads, for example. So it's like in real life with motorbikes we have so much power for bikes that does not make any sense. These bikes need to be driven on the track because they are dangerous on the roads. You don't need a very powerful car to have a lot of fun, sometimes it is quite the opposite because if you have a car like the Miata or the Honda S2000 that is quite interesting to be drifted, you can have endless fun.

We put a lot of care and attention into the driving model of every single car we have that people can enjoy. One hundred per cent of the map and track models we put into the game have some roads that a lot of people will enjoy thanks to the usage of Lidar data.




2.jpg

Alpine A110. Image: Kunos Simulazioni



Outside of the just race tracks, do you intend to have testing grounds or gymkhana-style circuits to mess around with your cars in?

We are going to create a 'Proving Grounds' so that you can test your cars and have a lot of fun with them. Drifting will be a relevant part of the game because we have a huge drifting community within the first Assetto Corsa. We are not going to change this, as we don't have a drift mode with random drift
physics for the cars. You can just drift any car in EVO if you are good at doing that.

What we want to do in terms of gameplay is, we want to give our audience some modes that are specific for drifting so that they can have even more fun within their speciality.




Can you confirm that there will be a healthy amount of JDM content like there was in the first Assetto Corsa?

I can confirm the presence of some Japanese brands as we had in the first Assetto Corsa, but we will have some new brand new manufacturers as well which is good news.

The target is to expand the licensing in all of the countries to give even more variety. In the original Assetto Corsa, we were very European-centered because we came from nothing and eventually, we expanded into a wider range of cars.

The American brands, European and Italian Brands and Asian and Japanese brands must be good so that we
can balance the game properly. We aim to do the same thing with the circuits and roads in the game.




What new weather features can we expect to see in EVO that are not in Assetto Corse Competizione or the original Assetto Corsa?

We started from ACC for the rain system, but using a different approach. We have a dynamic track and dynamic weather setup with EVO and the two systems work together because the the track grip is influenced by the weather. Not just in terms of how much wet track there is or how little grip you can get on a wet track but because the car slides more and so on. The track is much more alive now.

The Mount Panorama special event, for example, is in the wet and it gets worse while you are driving because it's raining so much. However, in the Brands Hatch event, you instead can see that the track is still damp with some puddles here and there with the surface also still wet, but you have a dry line that you can see that lets you feel the difference between the different levels of compounds and the more you drive the more the line dries out.

The line you drive will dry exactly where you put your tyres so if, for example, you choose the completely wrong line to drive, the track will dry with that line as opposed to a pre-determined one.



4.jpg

Porsche 911 GT3 Cup Car. Image: Kunos Simulazioni



Will there be different compounds of tyres for the different weather conditions?

Yes, each car will have the ability to have differing tyre compounds fitted. You can choose to run dry tyres on a wet track or the other way round if you so wish to do so.

You could get some dry points on a track and you could arrive at the point where you have to decide if it's better to use slick tyres or wet tyres in a racing session for example. There is not a specific tyre partner so it is very dynamic.




Will there be native triple-screen support and VR support?

I heard some rumours that AC EVO will just be an enhanced version of the first Assetto Corsa engine
powered with modes like pure, this is wrong. It has been completely redesigned from scratch because the tools we use for it have been developed from scratch as well. They are much more powerftyreas is the
game engine. We want to keep the technology under our control as the new engine has been
specifically designed and created for the racing game environment.

VR and triple screen support are at the top of our list because the support for triple screens and
VR with the unreal engine is out of our control. We make a lot of work around and cooperate also with the guys from Epic to make it as user-friendly as we can, but there are some limits that we can't go over.




Will there be any form of livery editor available for players?
This is certainly in the plans. You can completely customize your vehicles, but also you can change the material finish. You can have a glossy finish or something like matte. You can go wild with the customization.

It is in the schedule to have a livery system that can let you apply liveries and so on and also share with other users so that they can see your liveries without the need to share and download files.


3.jpg

Hyundai N Vision. Image: Kunos Simulazioni



How are you improving the replay cameras?

What we are doing is improving quite a lot of the entire camera system, especially the TV cameras so that they can be much more dynamic and give much more realism to your races. Also, the cameras should be able to follow the car in a way that is much more similar to what you can see on TV.



Will Assetto Corsa EVO officially support mods?

We want to support mods like we did in the first Assetto Corsa. The modding will be available after we complete the Early Access program and not before, so they will have to be patient! What we want to do is create a platform where the most talented modders can share their content whilst cooperating directly with the car manufacturers.

To be clear, we do not want to support the grabbing of content from other games because this is unfair. But we want to give the right visibility to those modders that are very talented. We want to provide the very best selection of mods so that our audience can enjoy them. This will include both tracks and cars.



Finally, when is the early access available for people to jump into and enjoy the game?

The early access period is due to start on January 16th, 2025. We are working night and day to ensure that this deadline is met, however, this will just be for the Steam players. The console players will have to wait until the title is fully released.

There is always a gap between the two releases of PC and console and we are trying to reduce this gap but it is quite challenging.



Do you have any other questions about Assetto Corsa EVO that you would like answered? Let us know in the comments below and we will add them to our list of things to find out during our next conversation!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

Regarding VR it's still not asked if AC Evo has:
- OpenXR 1.1 support
- Eye tracking support
- Quad views support
- Foveated rendering support
- If it's forward rendering instead of deferred rendering (forward rendering is MUCH better for clarity in the distance, so preferrable for sim racing)
- If it has MSAA instead of TAA, TAA cause massive ghosting artifacts in VR.

Why is this all, again, not asked?

That he says: "but there are some limits that we can't go over. " gives me concerns, what limits are that? Why did the interviewer not ask further on that?

I trust Kunos for everything but VR is after ACC a massive concern and it stays like that until it's clear what these "limits" are. Is it deferred rendering? Is it TAA again? Can they not get quad views implemented because of DX12? Does foveated rendering give artifacts in the lower resolutions as in ACC? Is MSAA not supported again because of the rendering method's that they chose?

Maybe all that applies and if that's the case then VR is as bad as in ACC/WRC despite not using Unreal Engine. It's 3 month's before the release, I hoped to know to get some clarity on that, but somehow Overtake don't want to ask these fundamental questions. Why? It's concerning.

EDIT: MSAA confirmed! So that's one of the list:
 
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Premium
Regarding VR it's still not asked if AC Evo has:
- OpenXR 1.1 support
- Eye tracking support
- Quad views support
- Foveated rendering support
- If it's forward rendering instead of deferred rendering (forward rendering is MUCH better for clarity in the distance, so preferrable for sim racing)
- If it has MSAA instead of TAA, TAA cause massive ghosting artifacts in VR.

Why is this all, again, not asked?
Maybe they weren't willing to provide an answer yet so they couldn't make any guarantees
 
Maybe they weren't willing to provide an answer yet so they couldn't make any guarantees
That's my main concern at this moment indeed. That Overtake didn't include these questions in the interview just to stay friends with Kunos, because the answers to those questions aren't convenient/positive.
 
OverTake
Premium
That's my main concern at this moment indeed. That Overtake didn't include these questions in the interview just to stay friends with Kunos, because the answers to those questions aren't convenient/positive.
In this particular case it was also a matter of schedule, it was a 30 minute interview. During our Livestream we asked basically everything that came up in the chat and we also asked for your questions here in the forum / news section and I included both that were related to AC Evo: https://www.overtake.gg/news/send-us-your-simracing-expo-questions.2505/

We'll add yours to the list, when we have the next chance in the upcoming weeks and months we can ask for more technical, specific stuff!
 
Regarding VR it's still not asked if AC Evo has:
- OpenXR 1.1 support
- Eye tracking support
- Quad views support
- Foveated rendering support
- If it's forward rendering instead of deferred rendering (forward rendering is MUCH better for clarity in the distance, so preferrable for sim racing)
- If it has MSAA instead of TAA, TAA cause massive ghosting artifacts in VR.

Why is this all, again, not asked?

That he says: "but there are some limits that we can't go over. " gives me concerns, what limits are that? Why did the interviewer not ask further on that?

I trust Kunos for everything but VR is after ACC a massive concern and it stays like that until it's clear what these "limits" are. Is it deferred rendering? Is it TAA again? Can they not get quad views implemented because of DX12? Does foveated rendering give artifacts in the lower resolutions as in ACC? Is MSAA not supported again because of the rendering method's that they chose?

Maybe all that applies and if that's the case then VR is as bad as in ACC/WRC despite not using Unreal Engine. It's 3 month's before the release, I hoped to know to get some clarity on that, but somehow Overtake don't want to ask these fundamental questions. Why? It's concerning.
You are trying to get alot more from what he said then what he really said.... VR people are something, deferred rendering was on UE4, same for TAA, they are doing something similar to what the shaders patch guy did, meaning start from the engine they had in AC.... and go from there and if you look at the clarity of AC is on par with anything out there .... its probably forward rendering and it uses MSAA and FXAA .... but... these are assumptions , they have stated several times that they went back to their own engine exactly because of that ... jesus !!!!
 
You are trying to get alot more from what he said then what he really said.... VR people are something, deferred rendering was on UE4, same for TAA, they are doing something similar to what the shaders patch guy did, meaning start from the engine they had in AC.... and go from there and if you look at the clarity of AC is on par with anything out there .... its probably forward rendering and it uses MSAA and FXAA .... but... these are assumptions , they have stated several times that they went back to their own engine exactly because of that ... jesus !!!!
They never stated any of that, they only stated that it has VR, that's it. It are all indeed assumptions what you make here. Let's HOPE that it's true; then it's great. But we don't know anything at this moment that's why I asked all these simple questions. What's wrong with asking these questions??

Let's wait and see, it's good to see that Overtake takes it serious too, the last poll here on Overtake proved that a lot of racers are VR racers(quater/third or something of all sim racers), so we'll all have those answers soon, I'm not the only one that's concerned about it. I'm just a bit more on the technical side than average, but these technical aspects are the basics for a good VR implementation.

For the rest I only could say that AC Evo looks extremely promising, but ACC and WRC also did(and are now uninstalled only because of the bad VR), so I'm less hyped than before sadly enough despite how awesome this all looks(except some level of detail/shadow popping, could be fixed probably).
 
More car brands, from different countries, same for free roam too. Aftermarket upgrades to mimic real life performance, and some nice visual car mod options. I'd love Rally/Hill Climb, but appreciate it's not everyone's bag. New ways to experience Kunos gameplay, which aren't forced on anyone. Long term updates/expansions. Dry/wet/drying tracks look awesome, as does the night driving. With the graphics upgrade, the base game replays will look stunning for sure. Gr8 dev decisions. Bring it on, and just 3 months until EA drops. Gr8 to see footage from Expo so far, well done Overtake. It's everything I knew it would be, even at this very early stage.
 
Almost sounds too good to be true.
All my pins for a wish list are there, especially

  • Improved/reworked physics
  • New physics weather / wet tire model
  • Native tribles and VR support
  • Modding support (post early access versions)

Ofcouse a couple of core employees have left, but I don't see why I should not trust Kunos.
 
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You are trying to get alot more from what he said then what he really said.... VR people are something, deferred rendering was on UE4, same for TAA, they are doing something similar to what the shaders patch guy did, meaning start from the engine they had in AC.... and go from there and if you look at the clarity of AC is on par with anything out there .... its probably forward rendering and it uses MSAA and FXAA .... but... these are assumptions , they have stated several times that they went back to their own engine exactly because of that ... jesus !!!!
AC is the worst in terms of AA except ACC in my headset. Feel free to share your settings as I stopped playing AC because of this.
 
Kunos needs to stop hiding behind concerns about car models from other games and manufacturers IP, and just tell the truth .. this time around, they want complete control over the modding, most likely, to ensure they get a piece of the pie.

By the way, you made a great mod that everybody would love, but you said something the purple hair mob doesnt like on X (AKA as saying something probably true), Kunos now has the ability to cancel your mod.

Kunos now gets to decide what is an acceptable mod and what is not, and this is not good.

Kunos now gets to decide your mod is not allowed because they already have plans on releasing the same thing as DLC.

A billion dollar car manufacturer doesnt like your mod? Yup ... no go.

And most alarmingly, if they create a mod store (which is what seems to be inferred) where modders get a cut from the purchasing of their mods, they are basically enlisting coders to improve their product without the benefits of becoming an actual employee which is what the modder will have become defacto. Modders will provide content that will help the sales of the game, but will not get a cut of he sales. They will be ALLOWED to get the scraps off the table that Kunos decides and thats only after they ALLOW your mod to exist to begin with. Incidently, i am assuming that the mod store will provide a cut of the sales to the modder. Ill admit, it could be that they get 100% the sales from the mod, but it also could be 0%. The point is, whatever it is, Kunos decides and has all the control and guess what, after a year with the mod store, Kunos could decide to alter the arrangement.

None of this is good.
 

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