New PC racing sim - Assetto Corsa
Discussion
Not tried VR but, after having become hugely excited over Oculus Rift, after giving it some thought and playing a number of games in 3D and with O/R in mind, I think the current tech just isn't there.
Frame rates, resolution, and all the tricks of the texture world has evolved to compensate for low refresh rates just don't fit.
If they could bang two 1080p screens together, with 120hz refresh @60fps and build a 'seated' (racing or flight) game with VR in mind, then it could work. But even the most powerful PC's of today would struggle. The consoles, not even a chance.
Still, at least it'll happen one day.
Frame rates, resolution, and all the tricks of the texture world has evolved to compensate for low refresh rates just don't fit.
If they could bang two 1080p screens together, with 120hz refresh @60fps and build a 'seated' (racing or flight) game with VR in mind, then it could work. But even the most powerful PC's of today would struggle. The consoles, not even a chance.
Still, at least it'll happen one day.
Screen door is the term most people use. It's a 1080 screen so in theory it has the same resolutions as most peoples HDTV or monitor. However, that is actually split vertically so you actually get 2 960x1080 views. Adding to this you have the screen perched on your nose so the pixels appear a lot bigger and it looks like pixelly.
It shouldn't be out of focus, you may not have set it up right. Check the IPD settings/config.
Last time I used the AC DK2 deployment it was poorly done with regard to menus and interaction although the game worked fine. Close up stuff was fine but I find I can miss brake markers as it's not as clear as on screens.
So yes, it needs to be more HD to match the expectations graphically. As an experience though it is amazing, totally immersive and when racing I don't notice the slightly fuzzy graphics anymore. I couldn't go back to a screen for sim racing.
It shouldn't be out of focus, you may not have set it up right. Check the IPD settings/config.
Last time I used the AC DK2 deployment it was poorly done with regard to menus and interaction although the game worked fine. Close up stuff was fine but I find I can miss brake markers as it's not as clear as on screens.
So yes, it needs to be more HD to match the expectations graphically. As an experience though it is amazing, totally immersive and when racing I don't notice the slightly fuzzy graphics anymore. I couldn't go back to a screen for sim racing.
HewManHeMan said:
If they could bang two 1080p screens together, with 120hz refresh @60fps and build a 'seated' (racing or flight) game with VR in mind, then it could work. But even the most powerful PC's of today would struggle. The consoles, not even a chance.
Running 2 1080p monitors is no problem at all for modern PC's, quite a few people including myself have triplescreen setups at a resolution of 5760x1080. I'm using a single 780Ti and it runs AC with almost maximum settings at 60fps.It's even possible to have a triplescreen setup with 4K monitors, running a resolution of 11520 x 2160. You just need some very powerful graphics cards.
http://wccftech.com/12_k-resolution-tested-3x-4k-m...
Edited by SlipStream77 on Tuesday 16th December 17:07
HewManHeMan said:
Playing a number of games in 3D and with O/R in mind
3D on a flat screen and VR are in totally different leagues. The only thing OR is lacking right now is a high enough resolution to get rid of the screen door.That is going to mean more powerful PC's are needed to run any VR rigs but Sim gamers are already running multi monitor high resolution systems so it's not a hurdle for them. I'm not convinced it's going to be mainstream though for a few reasons.
1. High spec hardware, although this is a moving target and the spec needed will become more common.
2. Like 3d it can make people sick. Took me a while to get used to it.
3. Control. You can't see a keyboard/mouse so you need dedicated control schemes (steering wheel, HOTAS etc) = more cost.
Things keep moving though. OR have just taken over a company who were doing virtual hand mapping without gloves so you can operate in game controls.
Interesting times.
SlipStream77 said:
HewManHeMan said:
If they could bang two 1080p screens together, with 120hz refresh @60fps and build a 'seated' (racing or flight) game with VR in mind, then it could work. But even the most powerful PC's of today would struggle. The consoles, not even a chance.
Running 2 1080p monitors is no problem at all for modern PC's, quite a few people including myself have triplescreen setups at a resolution of 5760x1080. I'm using a single 780Ti and it runs AC with almost maximum settings at 60fps.It's even possible to have a triplescreen setup with 4K monitors, running a resolution of 11520 x 2160. You just need some very powerful graphics cards.
http://wccftech.com/12_k-resolution-tested-3x-4k-m...
Edited by SlipStream77 on Tuesday 16th December 17:07
Good game dev optimisations and just not running all the silly details is still often even perfectly ok on a less capable graphics card too.
I run 2560x1440 here on a single GTX760 and run 60hz vsync comfortably on most driving games. OK that isn't full settings, but it's a curve of negligible returns for increasingly irrelevant visuals that you simply don't notice when racing.
Anyone with anything like an x80/Ti card from Nvidia should be easily able to run 2 HD screens with 60hz worth of game on high enough settings for things to look good
I run 2560x1440 here on a single GTX760 and run 60hz vsync comfortably on most driving games. OK that isn't full settings, but it's a curve of negligible returns for increasingly irrelevant visuals that you simply don't notice when racing.
Anyone with anything like an x80/Ti card from Nvidia should be easily able to run 2 HD screens with 60hz worth of game on high enough settings for things to look good
GrumpyTwig said:
I found the in game settings for AA/AF seemed to perform a lot worse than overriding them using the Nvidia control panel settings for both. I've set Vsync off but the frame limiter to 60 and it rarely drops down below now.
Thanks, I'll try that. I'm using game settings at the moment.First post release candidate (RC) of Assetto Corsa the official V1.0 has been released for updating on Steam.
http://www.virtualr.net/assetto-corsa-1-0-released
Changelog
- AI now brakes better in the pitlane
– Fixed problems with remote car colliders not properly turned off when disconnected
– Fixed DRS triggered from wheels
– More robust session status sync between server and clients
– Improved feedback to the kicked or disconnected user
– Improved car height calculation for a more uniform setup validation
– New Alfa Romeo Giuletta Q.V. 2014 Launch Edition
– Eliminated FFB vibration at 30kmh
– Updated tyre model for all cars
– Corrected bug in F40 old and street tyres
– Modifications on Lotus 98T and F.Abarth Aero map
– Modifications in engine brake on some cars
– Improved post processing effects
S1-Dynamic
S1-Sport
S1-Movie
S2-Photographic
S2-Retro70s
S3-Vignette
– New post processing effects
S1-Evolution
S1-Expanded
S1-Filtered
S1-Soft
S2-B&W
S2-B&W – HI
S3-Sepia
– New and improved photomode feature. Photomode activates from the replay User Interface
– New carbonfibre shader for cockpits of: bmw z4 gt3, bmw m3 gt2, Ferrari f40, Ferrari 599xx, Ferrari 458 gt2, ktm xbow, lotus evora gtc, lotus evora gtx, mclaren mp4-12, mclaren mp4-12 gt3, p4/5, tatuus
– Dirt layer optimization
– New skins for some cars, more to follow
– Small bug and fixes on trento bondone, magione, Spa Francorchamps
– Fmod project updated: no critical changes, just check volumes and envelopment for each event and mixer groups
– New sounds for Lotus Type 49, Ferrari F40 and Ferrari 312T
– Audio latency level can now be set in the launcher: available options are Normal, Low and Very Low
– Fixed FMod bug in multiplayer mode causing FPS drops
– Fixed wind volume for both stereo and surround configurations (default value: 0.7)
– Fixed bodywork sound audible for some cars when standing still
– Improved exterior sounds spatialization for surround speakers configurations
– Improved and balanced gearshift, backfire and limiter sounds
– improved positional sound for surfaces
– Overall volume balance
– Other minor audio fixes and improvements
– Added cutscenes for some of the career series.
– Improved algorithm for AI level while racing should give closer racing
– Inverted steering wheels and negative camber corrected for multiplayer clients
– Multiplayer basic admin tools:
Added simple admin commands using the chat window. It is important to set the “ADMIN_PASSWORD” in the server_cfg.ini file, an empty ADMIN_PASSOWORD will disable admin commands.
/help: prints the list of the available commands
/admin: become administrator for the server. ex, if the password is “kunos” the command is “/admin kunos”
/next_session: moves to next session
/restart_session: restart the session
/kick: kick a user using the rules (blacklist etc) of the server. To kick a player named “The Player”: /kick The Player
- GT2 and GT3 cars, F.Abarth, Exos and Exos S1, M3 E30 GrA and DTM have now the modified tyre model
– LaFerrari has modified active aero and tyre model
– BMW M3 E30 street car has modified tyres (all compounds) as an example of street tyres new model.
– GT2 and GT3 cars have now the “old” FFB gain settings in their physics. Obviously the min FFB slider still works on them too. Please try and report back
– Zonda R, Huayra, 599XX have now tyres that are more load sensitive and more speed sensitive. Laptimes should be slower. Please give feedback on driving feel. Keep in mind you’re going to be slower, give it some time.
– Minimum FF force implemented. Can provoke STRONG vibrations in the center zone, use as low as possible!
– All cars have new FF gain values to eliminate FF clipping. You might need to raise your FF gain values on your configuration or add a bit of minimum. Advice 0.12 for logitech wheels, much lower for other wheels. Experiment and report on beta forums
– Difficulty level slider on career
– Much more laps possible on single player quick and weekend races when fuel consuption is off
– Added diffuser stall on low speed for tatuus formula Abarth.
http://www.virtualr.net/assetto-corsa-1-0-released
Changelog
- AI now brakes better in the pitlane
– Fixed problems with remote car colliders not properly turned off when disconnected
– Fixed DRS triggered from wheels
– More robust session status sync between server and clients
– Improved feedback to the kicked or disconnected user
– Improved car height calculation for a more uniform setup validation
– New Alfa Romeo Giuletta Q.V. 2014 Launch Edition
– Eliminated FFB vibration at 30kmh
– Updated tyre model for all cars
– Corrected bug in F40 old and street tyres
– Modifications on Lotus 98T and F.Abarth Aero map
– Modifications in engine brake on some cars
– Improved post processing effects
S1-Dynamic
S1-Sport
S1-Movie
S2-Photographic
S2-Retro70s
S3-Vignette
– New post processing effects
S1-Evolution
S1-Expanded
S1-Filtered
S1-Soft
S2-B&W
S2-B&W – HI
S3-Sepia
– New and improved photomode feature. Photomode activates from the replay User Interface
– New carbonfibre shader for cockpits of: bmw z4 gt3, bmw m3 gt2, Ferrari f40, Ferrari 599xx, Ferrari 458 gt2, ktm xbow, lotus evora gtc, lotus evora gtx, mclaren mp4-12, mclaren mp4-12 gt3, p4/5, tatuus
– Dirt layer optimization
– New skins for some cars, more to follow
– Small bug and fixes on trento bondone, magione, Spa Francorchamps
– Fmod project updated: no critical changes, just check volumes and envelopment for each event and mixer groups
– New sounds for Lotus Type 49, Ferrari F40 and Ferrari 312T
– Audio latency level can now be set in the launcher: available options are Normal, Low and Very Low
– Fixed FMod bug in multiplayer mode causing FPS drops
– Fixed wind volume for both stereo and surround configurations (default value: 0.7)
– Fixed bodywork sound audible for some cars when standing still
– Improved exterior sounds spatialization for surround speakers configurations
– Improved and balanced gearshift, backfire and limiter sounds
– improved positional sound for surfaces
– Overall volume balance
– Other minor audio fixes and improvements
– Added cutscenes for some of the career series.
– Improved algorithm for AI level while racing should give closer racing
– Inverted steering wheels and negative camber corrected for multiplayer clients
– Multiplayer basic admin tools:
Added simple admin commands using the chat window. It is important to set the “ADMIN_PASSWORD” in the server_cfg.ini file, an empty ADMIN_PASSOWORD will disable admin commands.
/help: prints the list of the available commands
/admin: become administrator for the server. ex, if the password is “kunos” the command is “/admin kunos”
/next_session: moves to next session
/restart_session: restart the session
/kick: kick a user using the rules (blacklist etc) of the server. To kick a player named “The Player”: /kick The Player
- GT2 and GT3 cars, F.Abarth, Exos and Exos S1, M3 E30 GrA and DTM have now the modified tyre model
– LaFerrari has modified active aero and tyre model
– BMW M3 E30 street car has modified tyres (all compounds) as an example of street tyres new model.
– GT2 and GT3 cars have now the “old” FFB gain settings in their physics. Obviously the min FFB slider still works on them too. Please try and report back
– Zonda R, Huayra, 599XX have now tyres that are more load sensitive and more speed sensitive. Laptimes should be slower. Please give feedback on driving feel. Keep in mind you’re going to be slower, give it some time.
– Minimum FF force implemented. Can provoke STRONG vibrations in the center zone, use as low as possible!
– All cars have new FF gain values to eliminate FF clipping. You might need to raise your FF gain values on your configuration or add a bit of minimum. Advice 0.12 for logitech wheels, much lower for other wheels. Experiment and report on beta forums
– Difficulty level slider on career
– Much more laps possible on single player quick and weekend races when fuel consuption is off
– Added diffuser stall on low speed for tatuus formula Abarth.
FourWheelDrift said:
Needs some work but I now need no other car, sound track is pretty good the downshifts sound very aggressive just like the real thing does in the footage I've seen. Brilliant addition FourWheelDrift said:
PS has anyone else discovered the "photographic mode" on the replay options, you get all camera settings like depth of field, you can change the suns zenith to get it in just the right place and more.
Yep but I'm not always seeing the best results... maybe there's a technique to follow.lotus83 said:
i own this game but find it difficult due to a lack of a sense of speed im always going to quickly without realizing it, i could probably get used to it but its just to frustrating.
Have you tried changing the FOV (Field of View) in the graphics options? It can make a big difference to the sense of speed.Gassing Station | Video Games | Top of Page | What's New | My Stuff