Paul Jeffrey

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One of the most anticipated sim racing titles has arrived on Steam Early Access as RaceDepartment present our first (very early) review of the new simulation.


In case you have been living under a rock these past few months, or if you have only very recently dived into our wonderful world of virtual sim racing, Assetto Corsa Competizione is a brand new racing simulation from Kunos Simulazioni, the well-respected Italian game development team who brought us the excellent Assetto Corsa back in 2013.

Also Read: Assetto Corsa Competizione Talk & Drive Gameplay Videos

Benefiting from an official licence to replicate both the current 2018 and the 2019 Blancpain GT Series, a highly regarded championship for GT3 specification cars driven by both professional and well-seasoned amateur drivers, and following on from the huge success of Kunos last sim racing offering, Assetto Corsa Competizione is quite possibly one of the most eagerly anticipated racing game releases in recent memory – causing plenty of positive pressure on what is still a relatively small development group to match the practically unprecedented expectations of a sim racing community keen to enjoy the expected improvements over and above the already very solid offerings of the “original” Assetto Corsa.


Assetto Corsa Competizione is interesting for several key reasons, most prominent of which is arguably the move to the highly powerful yet still young Unreal 4 game engine. Moving away from their own engine that has been developed and polished during long development cycle of AC1, Kunos have gone down the increasingly popular Unreal 4 route as they look to maximise the opportunity to bring the graphical power of the title right into the modern era, pitching the title in direct comparison to some very tough competition in the racing game marketplace.

The move to UE4 has been critical for the new title for other reasons over and above the graphical uplift, as the new engine technology now allows Kunos to incorporate some of the key racing elements missing from the original Assetto Corsa sim, namely time of day and wet weather conditions, both of which are present in the new ACC as well as including essential ingredients such as dynamic track conditions and 24-hour time of day capabilities.

Because Kunos and their partner 505 Games have taken the wise decision to develop ACC under the Steam Early Access programme, not all of those features mentioned above are present in Assetto Corsa Competizione during this initial first build. At this stage, currently build 0.07, the game contains just a single playable car and track. Kunos have already revealed their proposed monthly update schedule that maps out the next six months of updates and improvements, with presents a refreshing insight into the future plans of the simulation as Kunos look to flesh out the content and features of the title in preparation for the full V1.00 release sometime around Q1 2019. If you missed it earlier, you can check out the roadmap to version one schedule HERE.

With all that said, the content and features present in the simulation at the point of Early Access release are more than enough to get a flavour of where Kunos are heading with Assetto Corsa Competizione, despite the exceptionally early stage of development of the current build. Taking the Lamborghini out on the Nürburgring Grand Prix track can still provide plenty of food for thought for anyone investing any considerable period time in the first release into Early Access for the simulation.

So, where to start the review? How about the weather... and more specifically, rain.

Masterful, exceptional, flabbergasting, scintillating, magnificent. These are words I might use to describe the feeling of driving Assetto Corsa in wet conditions, and frankly I fear my vocabulary doesn't really do it justice - it's that good.

Visually Kunos have done an exceptional job of replicating a motor race in wet conditions, from the way the puddles form on the track surface to the way the raindrops and spray form on the windows and the cars themselves, the whole package just feels "right". Driving in wet conditions in ACC is something of a work of art, and anyone who doesn't get themselves a few more beats per minute in the heart department heading into turn 1 under wet conditions is cooler than Kimi Räikkönen eating an ice cream sat in a fridge wearing just his underpants. It's just brilliant, and for me, one of the greatest moments in my long and often frustrating time in and around the sim racing / racing game scene. I must have restarted the race a dozen times the first time I tried wet weather racing - not because of any kind of incident of off track excursion, just simply to enjoy the feeling of the run down into the first corner and opening lap jostles, marvelling as the spray kicks up from the cars around me as I slip and slide my GT3 Lamborghini through the pack over and over again. It's brilliant.

The video you can see at the head of this section of text is the early access press version of the title (build 0.07) using the "light rain" condition setting, with AI set to around 96% strength. Trust me, if you think it looks fun in that video, it really is nothing compared to behind the (virtual) wheel yourself.

In terms of weather options at this stage of the development process, the dynamic rain feature isn't available yet in this build. For Early Access launch, players will be able to select pre-set weather options from a choice of clear, cloudy and various rain intensity levels. Dynamic rain where track conditions evolve during the course of a race event will be coming to future builds as ACC makes its way through Early Access in the next few months.

As I said above, the video is from the "light rain" option, and for those feeling slightly more adventurous, the degrees of intensity can be ramped all the way up to full storm conditions, complete with thunder and lightning and a much heavier flow of rain onto the circuit. Apart from the visual aspect of more severe rainfall and a wetter, less grippy road surface, storm brings with it something rather fun indeed... puddles. What effect do puddles have on a downforce reliant racing car that rides just millimetres above the road surface? Aquaplaning… a

What is aquaplaning? Essentially aquaplaning is an issue caused when a layer of water is allowed to build up between a vehicle’s tyres and the surface of the road beneath. At this point, the tyres cannot grip on the road and this causes a lack of traction which means the driver loses control and is unable to steer, brake or accelerate the car – basically turning your high performing GT3 car into an out of control boat. The great thing is, should you set the wet weather to a severe enough setting, this characteristic of racing in wet conditions is present in ACC, meaning that even in a straight line the virtual driver has to be exceptionally careful not to lose control of the car, which is something of a challenge I can tell you.

By now you are probably of the impression that I rather like the way ACC simulates wet conditions, I think the developers have done an outstanding job with the sim in this regard, and I’m delighted with the outcome so early into development. The wet stuff looks and behaves brilliantly, and the way the car feels, from the force feedback to the movement on circuit feels absolutely spot on, and for me is certainly the very best representation of wet weather driving I've ever experienced in a racing game... but it comes at a performance cost, at least in this early build version. Performance is always something a PC gamer wants more of, especially when you get to the level of graphical fidelity found in ACC, and those of us running less modern equipment, or wanting to make use of the triple screen setup, better be willing to make some settings sacrifices in order to maintain a smooth gaming experience. Having said that, the FPS cost of running ACC in different weather / time of day conditions has been less than I expected in my testing so far, but I am only running a single screen with a decent NVidia 980ti under the hood.

Moving away from weather and on to the overall graphical uplift afforded the title by the move to Unreal 4, I think it is fair to say that ACC is a visual improvement in almost every way over its natural predecessor, Assetto Corsa. The game looks unmistakably like Unreal 4 engine powered title, but with a little bit of Kunos art direction thrown into the mix to help it stand out. Assetto Corsa Competizione is a very pleasing experience on the eye, although for me at least, it currently just lacks that little bit of sharpness to the graphics I've become accustomed to with the original Assetto Corsa game, something that I've noticed with several Unreal 4 powered titles that have been released in recent months. Now I'm certainly not saying this is in any way a negative, but it is worth pointing out that to me at least, UE4 and ACC gives off a softer, more richly presented graphic than was the case with "AC1", and actually I feel this does perhaps go some way to offering a more realistic and true to real life look and feel to the graphics, something that other high performing graphic rich racing games in the marketplace have often fallen short of achieving in the past.

Another thing about the visual representation of the game are the details that Kunos have lavished on the title, really going so much further in the presentation and representation of those trackside scenes and details that was ever hoped to be present in the original AC - all of which further add to the depths of realism in the simulation and are highly welcomed. From the small things like moving flag marshals and post-race fireworks and flares in the grandstands, to moving driver hands when flicking switches for the pit lane speed limiter and the various light options, these are all details that leave me with that warm and fuzzy feeling, safe in the knowledge that Kunos appear to be keen to leave no stone unturned in their quest to produce a very realistic and true to real life representation of one of the finest GT racing series on the planet, much like was the intention when SimBin Studios released GTR2 all those years ago...

Moving away from the visual side of the title and looking at the way the AI behaves, something that wasn’t a forte of the original Assetto Corsa title it has to be said, the improvement shown in ACC is probably one of the single biggest upgrades over the original game I’ve noticed so far. One of the benefits of pulling the entire focus of the development team to a single category of racing is that the code used for the artificial intelligence can be much more refined than the current standard "jack of all trades" types of game, giving Kunos something of an edge as they can focus on refining the behaviour of a select group of cars and tracks, resulting in one of the most detailed and clean racing AI's I've had the pleasure of competing against.

Since taking possession of my copy of ACC I've completed countless races in various weather conditions and times of day, and not once have I been needlessly dumped off the circuit by the AI, a testament to the work that has already been completed by the developers, allowing Assetto Corsa Competizione to deliver probably the most satisfying single player experience in any racing game I've ever played.

The AI make mistakes and goes off the circuit, they race and repass you if you run wide or miss an apex, and they can get aggressive too… but I've yet to be mysteriously rammed off the track by them, never once having been shunted from behind and left to wonder what on earth happened to cause such a collision despite carrying what I believed to be a solid apex speed into the corner, and for this I'm probably the most impressed out of the many outstanding aspects of this new simulation. The job Kunos have done here is simply outstanding. However, one should temper that enthusiasm as we remember this is just one car and one track, it remains to be seen if this level of quality can be maintained as the newer content is added in the months ahead.


Ok so I've gone on a little bit longer than I imagined for what is essentially an introduction article to our video review at the top of the page, so I'll try and wrap things up a little bit now and let you watch the footage on our YouTube channel.

I know I often tend to lean towards the more positive side of things in my writing, but I do honestly feel that on this occasion the game really does warrant the levels of praise I’ve lavished on it here and in our review video. I've had quite a bit of time on track with AC now, using my less favoured single screen arrangement while we await the October VR update, and to be perfectly honest I've found pretty much nothing that I don't like. Yup, nothing at all... for a game so early in development, that fills me with nothing but excitement.

Assetto Corsa Competizione looks to me like it is about to change that face of sim racing, instantly rocketing up to the very top levels of our hobby, and quite frankly if I were in the shoes of the other development teams throughout the world, I'd be worried about the amount of ground I'd have to make up to get on par with ACC... it really is that good.

EDITOR MESSAGE: Please note I intended to have a video review of the title in this article, however having run out of time, and needing to prep for the upcoming Sim Racing Expo, I've run out of time. Please keep an eye on our RaceDepartment YouTube page for a future in depth review of Assetto Corsa Competizione.

Assetto Corsa Competizione is available on Steam Early Access now.

Check out the Assetto Corsa Competizione here at RaceDepartment for the latest news and discussions regarding this exciting new simulation from Kunos Simulazioni. We intend to host some quality League and Club Racing events as well as hosting some great community created mods (we hope!). Join in the discussion today.


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Did you enjoy our review? Want to share your own opinions of the game? Let us know in the comments section below!
 
This will probably be unnecessary for anyone else but here is my experience with an old wheel (Fanatec Porsche Carrera wheel) and Windows 7. I'm in the process of upgrading so I won't be using this set up long but I do have an older over clocked I7 3770k at 4.2ghz, 1080ti, 12 gb 1333ghz ddr3 ram, 64 bit.

It took a bit of messing around before I found some decent settings and figured some things out but I had fun with it last night for the small amount of time I got to try it. I have to go to work and only played for a bit because I needed to sleep and only barely got it downloaded and set up before I had to sleep.

The settings I found that worked with my wheel were as follows for ffb gain at 40, minimum 5. Also 900 degrees rotation matching the wheel. It felt alright to me for the first build. I liked the ffb and really liked the rain. The graphics also looked good turned all the way up for me. Steady 70-80 fps closer to 70 with full grid.


I can't wait to see the updates roll in over time.
This is great news and thanks for sharing....as I have practically the same specs including Win 7, except for the 1080ti as I have an old 690 which only gets about 40 FPS in Practice mode running on 'MID' video settings....but was not able to run in the 'Quick Race' with the 19 opponents very well at all and your 1080ti was getting a steady 70-80 fps....think it may be time to upgrade my card...lol
 
What you think about the AI? I miss the inside defending. And the AI is too cautious in overtaking: they only overtake when i go very wide and very slow...
So far i havent seen the AI racing different lines to setup an attack. Im spoiled by rF2's ai i guess

AI is erratic and bugged right now. They don't know what to do on yellow flags (way too many atm) and stopping for no reason always at the same spot without finishing a race and also tend to fall behind once you pass them.
Aggression at 70-80 they tend to try to overtake more without being overly aggressive but it's still far from where it should be or rF2's standards.
 
If you want realism, the wheel should be set at 450 or 460°. All modern GT3 cars have around 450°.
900° is for road cars, much too slow on a track.
When I set ACC at 900° the game still limited the actual rotation to the same amount the car was capable of turning, which I think is probably at 450°. When I reach that point the wheel just tenses up. I can turn it past that point but no more turning input is interpreted. It was the same for the original Assetto Corsa. My wheel is set to 900° and the game is too but formula cars, gt3 cars, etc are limited to their actual rotation.

It is one to one in both games for each individual car. There may be a setting to change the amount of rotation so it doesn't match the actual car but if that is possible I haven't tried that.
 
What you think about the AI? I miss the inside defending. And the AI is too cautious in overtaking: they only overtake when i go very wide and very slow...
So far i havent seen the AI racing different lines to setup an attack. Im spoiled by rF2's ai i guess
My problem is all of them keep brake-checking me in the middle and even exits of corners , may be not brake checking but they keep slowing down drastically
 
All in all... seems that AI is far from the "Masterful, exceptional, flabbergasting, scintillating, [sic] magnificent" as we've being told, at first. :rolleyes:
Oh well... it's ok, I guess... it's still early early access.
Pre-Alpha you may say. :geek:
 
@Marcel Offermans should take note and I don't mean to be an a-hole here again. But with 5 cars and one track costing 72 BRL (the Endurance Pack) and ACC costing 47 BRL for an actual complete simulation with all the tracks laser-scanned + all the cars + good performance and all that, it doesn't take much to realize what makes more sense for us in 3rd world countries to buy. While I enjoy and love rFactor 2 more than any other sim and it's the sim I'm playing the most, the pricing is really not competitive so I'm heavily considering buying ACC in order for me in particular to get entertainment in the sim world while also being able to support our beloved developers.

I wonder if regional pricing is possible with the rf2 dlc model. They are sold as "in-game items" afaik. But i love that kunos made the decision to go the regional-pricing-way. I'm in germany, unemployed electrician for now, low on money(hartz4=360€ for living) nevertheless, i am able to buy rf2 content/AC mods/ACC EA game, because i dont have a wife+ kids and simracing can be my priority without bad conscience. :) but for countries like brazil, turkey, russia, argentina, etc. , even eu-countries like Romania, Portugal etc., regional pricing is a must-have imho. I think some developers/publishers are afraid of VPN steam-buyers and i understand why. But how to solve this??
Edit: iirc argentina for example pricing for ACC EA is <8$ , less than s397 sebring track(its not that it isnt worth it, i love rf2 and its further development, i will always support!). Of course s397 needs the money for further development(AC fanbase is much bigger, kunos maybe is more able to offer lower prices) but regional prices for rf2 content would be nice, and awarding for s397.
 
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But how to solve this??
I wonder why S397 chose that 'in-game thing' anyway. Is it because of the Workshop?
I can understand workshop integration for MOD's as it can work as a central hub, but for DLC it makes no sense, specially since it takes twice the disk space. That's unprofessional. And for the DLC's, if I buy the content then obviously I want to have it installed, making it a workshop item doesn't make sense as well.

Anyway, a bit OT.
 
It saw many people on here seem to be suffering from bad graphics and was real worried that the first build was a dud before I downloaded it. And after playing it now here I am wondering if I'm even playing the same game as them or I'm just a lucky cookie that bypassed all the bugginess. I took this video pretty much right after I downloaded the game yesterday night and it took me half a day to upload with my third world internet speeds of 1mbps upload, but on my rig atleast (specs in the video description) the game looks and runs sublime. No blurriness, no tearing as you can see with vsync off, no stuttering, always above 100 fps, drops a bit at the beginning into the high 70s low 80s, this is during recording mind you. Only shadows seemed to take an unnecessarily heavy hit on the performance, so i turned them to mid for now, everything else on epic for this test video. I enabled motion blur just for the sake of recording to keep the rest of the settings maxed out. I usually hate motion blur with a burning passion but IMO the ACC implementation doesn't look half bad, still no matter how good or bad it is I turn it off during regular gameplay. On a different note, rain does have performance hit obviously but it wasn't as bad as I expected it to be for an early build (I know I'm brute forcing it with a fat PC but still). It still maintains an average of low 80s in rain with some random dips into the low 70s here and there. :D

Pardon the crap driving pls :p , FFB was set waaaaaaaaaay too high and my wheel was literally a unmovable rock at high speed.


That said, I would love to completely get rid of the dirt splotch effects on the screen. It is highly extremely irritating when driving into the sun when it is low in the sky combined with the already blinding glare.

How did you turn the wheel off? Couldn't find an option for that.
 
Well, finally decided to go for it (and now kinda regret it, but oh well). I might do some kind of video on it later, but then again I might not (I hate talking anyways and prefer writing a lot more).

Performance on my setup (i5 2500k @ 4.4, 16GB, GTX 970) with the default settings (which means pretty much everything on Epic) at 1920x1200:

Single practice - around 50-60 fps with GPU maxed out, CPU around 80 %
Single race with full grid (20), last on the grid, sunny weather - around 40-50 fps, GPU at around 99 %, CPU maxed out
Single race with full grid, last on the grid, medium rain - around 40 fps, CPU and GPU maxed out
Single race with full grid, last on the grid, clear weather, night - around 40 fps, GPU at 70-80 %, CPU at 90-100 %

Replay in the rain - around 20-25 fps with GPU maxed out, CPU at 30-40 %

Few small tweaks got me to solid 60 in single practice, race with AI will take a lot more tweaking which I haven't done so far.

Main impression - OMG, why is that FFB so horrible? Seriously, it's almost useless with my T300. There's just almost no information conveyed about what the car is doing. There are some hints, but they're almost completely drowned out. Basically you only feel the steering getting heavier in medium to high speed corners (very heavy - with the default gain of 100, it's very easy to be clipping in those corners, that's just a horrible default setting for FFB) and then you feel the car going over rumble strips. That's pretty much it. And no, I am not exaggerating. Lowering the FFB gain helps with the clipping, obviously, but it doesn't bring much of the detail back - the little that's there gets scaled down according to the gain value. Also, there is some of the worst input delay I've seen in a long time - even with vsync off and the game running at solid 60. And the game also set my default steering lock at 1080 degrees, despite the defaults for my wheel being 900, which is also what I'm using.

Visuals are more or less what I'd expect from current title. Not jawdroppingly great, but not too shabby either. It looks nice enough (though indeed a bit smudged, that's with resolution scaling at 100) and there are some nice touches. But I'd say the game runs fairly solid for how it looks, I wouldn't expect them to be able to improve the performance a lot over the upcoming months.

Audio is definitely a big improvement over AC, but then again, that wasn't too difficult to achieve, AC audio is pretty bad even at its best. I'd say ACC is at Raceroom level of audio quality, or very close to it.

I quite like the AI, though I only tried it at the default settings so far. But when they're not stopping out of nowhere right on the racing line ("Yellow flag ahead!") or brake checking you, they feel quite nice. Could be bit more aggressive, but again, I've only raced them at their default settings, so this can likely be managed.

Handling...well, the non-existent FFB really drags this down a lot, since you're basically forced to just drive the car based on visual cues alone, but I really like it otherwise. I've done a comparison run with the Huracán in AC and in PCars 2, and the AC one feels very different to the other two - very responsive, but almost like it's driving on solid wheels, it feels like a video game vehicle. In comparison, both the PCars 2 one and the ACC one feel like actually driving a car, they feel "natural" (and they also feel very close to how GT3 cars handle in Raceroom and rF2). I can't obviously tell which is more realistic, but I know what feels better to me -and I certainly wouldn't pick the old AC handling if I had to choose.

But honestly, doing the direct comparison with PCars 2, switching back and forth, one thing that was pretty clear to me (and that many will disagree with and likely even be upset about) was that ACC certainly needs a lot of work, because right now (as unfair as that comparison is, since we're comparing a fairly matured game with a first public beta of another one) PCars 2 certainly offers a very similar experience with better FFB (never thought I would say that about PCars 2 FFB, but here we are...), noticeably better performance and more or less equal visuals, audio and handling. In fact, all the time I was driving PCars 2 today, I was telling myself I really should drive PCars 2 more, as I was really having a great time chasing the GT3 field at Nürburgring into the night... ¯\_(ツ)_/¯
 
Thank you kunos, the game was actually cheaper than the advertised price, and for that, I will defo be buying another Two copy for two random steam friends, will surprise friends that have it in their steam wishlist.

Such a long review by PJ for a title that's just been released no more than 30 minutes ago.
You realize RD has the games before release, right?
 
I remember being so excited before the release of PC2, and the disapointment when I realized that SMS and Ian Bell had f*cked me over again, after the first time with PC.
For me, ACC is, even with the first release bild, the sim that PC2 could've and should've been.
When it's finished, it's going to be the sim against which other sims will be compared. I love it :D
Yeah they fscked me too - they promised Linux support so I bought to support this - but they didn't deliver....no trust, I'll never buy from them again when there's other hard working, honest guys like Kunos out there.
 
So, how is FFB for you guys?
Well I was used to having a LUT for my Logitech G29 in AC, so it's feeling a bit vague in general, though it does seem more detailed in conveying the road surface features. I don't notice this delay some people (like GamerMuscle) are talking about, but then again maybe that's just my cheap wheel...
 
All in all... seems that AI is far from the "Masterful, exceptional, flabbergasting, scintillating, [sic] magnificent" as we've being told, at first. :rolleyes:
Oh well... it's ok, I guess... it's still early early access.
Pre-Alpha you may say. :geek:
No....you are kidding me...is it really??? Thank you for your smart comment...now i understand. Amazing stuff bro...keep it coming...:rolleyes:
 

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