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!
 
They DID update the FFB and it's MILES better now. Like HOLY SHlT is it better now.

You can easily countersteer now and it's not as numb. The microbumps and very fast hits are still not as crisp as I'd like and it get's too strong too early in the turn-in process, but overall it's totally ok now, whereas I thought it was pretty crap before.

They have fixed also the FOV that was limited to 30º before.
And I think that the road texture from onboard is better...? but not sure about this as I've been trying different graphics settings.
Regarding the FFB... after today's update I felt somehow an improvement up to a point where I have been lapping with TC off and was still able to catch the drift and keep a consistent pace. Driving slowly over a kerb and you notice where the tyre is, although there are still some oddities... like little spikes or something I don't know exactly where it's coming from.
 
I think it's the point... It's a matter of taste.

Being advocate of the devil here, I can live with the FFB and the information it gives me but in comparison to AC it feels a bit light and more on the edge. I do not suffer from clipping, rumbling or whatever but from what I heard and read about those Pirelli slicks they tend to give tons of grip, then very very limited slip and then just let go. So the FFB should imo reflect that.

The thing is, we aren't used to this edgy kind of FFB in general, and some people might feel really unconfortable to the point they say "FFB s***" I can understand that feeling but I don't share that opinion, for me FFB has always been like a help, not a handholding device to tell me what's going on and how to react to it. A help, not like my pedals, steering wheel and "talent" to actually guide the car where I want it to be.
 
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)_/¯
Congratulations, longest post ever ! @@ :D

FF on my side isn't that bad. I have G27.

And really Martin... comparing EARLY access ACC and (one may say) "game of the year" version of Project Cars 2 ?? I expected more from you, as I often say... :)

And, yes, ACC IS jaw dropping, more often than not.
2018-09-14_08-24-15-mp4-00_18_32_00-still003-jpg.269554

This is simply one of the best racing game screenshot I've ever saw. To the point that I'm not actually sure is this truly game screenshot. :geek: Feel free to agree with me or not.
Performance is also not too bad, can't tell exact numbers now, I'm not at home.
And I have some almost semi-potato PC now. i5 3570K, GTX 780 and 16RAM.
 
R3E is free, you can test all cars before you buy. R3E is not perfect, for me it is not as good as Race07 / GTR Evolution. I think GTR3 should be the best Simbin game ever, othewise there's no reason to do it.

SimBin created GTR1, GTL, GTR2 and Race07/GTR Evolution, all those were a very good simulators, GTR1 wasn't a real simulator but it was a very good racing game, after that Simbin was the only choise for me, rFactor with the same game engine wasn't as good but many like it, I didn't like it because of my problems with steering wheel settings etc, it was impossible to find good settings to rFactor when Simbin was always good, almost perfect.

And because of Simbin simulators works so well all the time, I like them a lot, driving feels good except R3E which is kind of weird hybrid with floating car and not so sharp response from tarmac to wheel, the grip is weird. If the same group of developers will create GTR3 so not so much to expect from that neither.

Then I am looking forward GTR3 demo, and hope it is a free demo, oke.
You can wait... I have a feeling that it will be an other Duke Nukem.
 
I have a 1060 6GB ... and maybe CPU related ( i5 4670k ) as I didn't test its occupancy yet ... if I wish to have 60fps even at race start and rain, I'm not able to play at max ( Epic here in ACC ) there are many concessions to do.
With "Mid" settings ... sure to get 60fps nearly always ... and even more driving alone or without too many AI or graphics on track ( +- 75 - 80 fps ).

Now if your CPU is better than mine and you have more RAM ( 8GB in my case ) .... maybe that might change the results for this 1060 6GB.

Of course, ACC is still at its very 1st stage, so that optimization may still happen in the future steps.

Thx for this Info. Now im more into getting a RX580 instead of a 1060 again - or save till Christmas for a used 1080/ti...hmmm but then again ue4 shouldnt be that hard for real good optimizations...

Remembering the AC Early Access...it got more demanding for the Gpu during developement time. Maybe you need a 2080RTX for full 4k/all max at the release for acc....hmm time will tell:unsure:
 
Sure. I thought the UI was clumsy and crude looking. Wheel setup wasn't ideal. I thought the graphics were mediocre at best and yes I have a high end PC and graphics card. Definitely a work on progress. Perhaps in time it will improve.

and at what stage were you under the impression it was going to be any different to this?

your last eleven words would probably have come across better than your initial sentence to be fair.
 

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