Assetto Corsa EVO

Wouldn’t it be funny if Rowan Atkinson has a sim, and was really waiting just like us, with a cup’a tea, “Well c’mon, get on with it”

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Mixed reviews on Steam. For an Early Access product.

¯\(ツ)/¯

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It works in Linux. Doesn’t run too well though, a dependable but underwhelming 60fps. Whether this is because, it’s patch 0.1.1, or that the Linux PC is running an AMD 7900XTX, or that it’s just Linux. Haven’t hopped back into the sim rig, since the newest patch, but that was running better (120fps) with an NVIDIA 4080, though still with the occasional lag spike. Not stutter, lag spike, like the game suddenly ran out of resources.

Other oddities, are the control mappings. While it’s serviceable, man is it not quick or simple. Xbox controller is a fuck show of note. A wheel, at least once it’s setup, seems fine. I got locked into an invisible overlay in the menu somewhere.

I have a sneaky suspicion, upscalers don’t play nice with their custom engine. It seemed to have less visual glitches, running the resolution natively.

Early Access is an unfinished game. This isn’t for most people. Don’t buy, if you don’t understand this.

Now let me go back to ogling the leather stitching in this Fiat Abarth

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Great summary! I’m keen for this game, but not for the EA

See, Volvo does that well also:

:smiley: :sweden: :smiley:

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MX5 Manual, Suzuka West, 1:28.818

Post your times, if you can :sweat_smile:

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My Thoughts On Assetto Corsa Evo Early Access - YouTube

AI Summary: This video reviews the early access version of Assetto Corsa Competizione, highlighting its strengths and weaknesses. The reviewer discusses the driving experience, car handling, weather effects, graphics, AI, and sound, providing insights into the game’s current state and potential for future development.

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New trailer for Gamescom LATAM has dropped with all in-game footage.

Assetto Corsa EVO is available in Early Access on Steam. Since its launch on January 16, AC EVO has surpassed our wildest expectations—thanks to your unwavering support and the passion you’ve shown. Now, we’re glad to present our exclusive @latamgamescom trailer, featuring brand-new sequences and a sneak peek at upcoming content.

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Big update out now. “Open & Career Mode, Custom Race Weekend, 7 New Cars, 2 Tracks, AI Grid and More.”

With the introduction of Open Mode and Career Mode, the experience is now entirely in your hands. Open Mode lets you dive straight into the action with access to all cars—no progression needed. Career Mode offers a structured journey with the Driving Academy, in-game economy, and is now fully playable offline.

Take full control with the new Custom Race Weekend mode, where you can set up races just the way you like. Plus, fine-tune your experience with the new Custom AI Grid—adjust opponent skill and aggressiveness to match your challenge.

The all-new Replay Gallery lets you revisit, study, and share your sessions—perfect for content creators, learners, or anyone who loves reliving the best moments.

And there’s more:

7 New Cars:

  • Porsche 911 Turbo 3.6
  • Honda NSX-R
  • Maserati GT2
  • Alfa Romeo 75 Turbo Evoluzione
  • Alfa Romeo Giulia Sprint GTA
  • Lotus Exige V6 Cup
  • Mazda MX-5 NA

2 New Tracks:

  • Circuit of the Americas (COTA)
  • Donington Park

General stability and performance improvements have been implemented, with VR Support and Triple-Screen Support now in Step 2.


MX-5!!!

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Still have fond memories of our Corona Cup races!

Will likely pick this up at some stage before the price increase kicks in.

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This milestone introduces the first step into online multiplayer, with up to 16-player slots which will progressively grow to full track capacity, the upcoming Custom Servers Portal, developed with SIATI (Swiss Innovative Arts & Technology Institute) and a preview of the upcoming Daily Racing Portal, developed with SimGrid.

Other highlights of Release 0.3 of the Early Access program include:

Physics improvements: 1000 Hz damping, a new suspension model, and tyre evolution

Audio overhaul: new individual car sounds, inertia-based response, backfire realism

Graphics and UI optimizations: GPU/CPU performance, VRAM usage, real-time MFD (Multi-Function Display) updates

9 new vehicles, including the Ferrari F2004, and 2 laser-scanned circuits: Circuit de Spa Francorchamps and Red Bull Ring

And in a complete contrast to the shenanigans with PMR, the folk at Kunos are making slow, but steady progress on AC EVO with the release of the 0.4 patch. And getting positive feedback for their efforts.

Price your game at under R500, clearly mark it as a game in development with the Early Access Game tag clear at the top of the Store Page, and even throw in the occasional discount (like the current one of -20% for another 5,5 hours from now!) and folks will be a lot kinder and more accepting of the issues. Do things the way Straight 4 and Giant have done with PMR, not so much.

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I haven’t been following this too closely but it appears a decision has been made to remove the career mode from the game.

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Still need to catch up a bit to completly understand the decision, but it does seem so, yes. :frowning:

From one of the many articles about it:

There’s been a big shift in direction over at Kunos Simulazioni, those purveyors of luxurious driving sims and developers of Early Access title Assetto Corsa Evo – the single player career mode as it was originally planned has gone in the bin, in favour of a reworked ‘Driving Academy’ that focuses more on teaching you how to sharpen your skills.

The studio announced on 4 February via the game’s official Discord server that it has “decided to move away from the current Career mode and in-game economy systems. This means features such as XP, virtual currency, and economy-based progression will no longer be part of the experience".

Previously, Assetto Corsa Evo’s career mode sounded like it would work a bit like the Gran Turismo games. You’d earn cash and XP by completing events, then spend them on more cars and unlock more events, giving you a sense of progression as you worked your way through.

But not everyone was happy about these plans. The Assetto Corsa franchise is just as well-known for its online PvP racing, particularly in GT3 racing sim Assetto Corsa Competizione, and in online racing it’s all about keeping a level playing field for all competitors.>> It seems a challenge, then, to marry that online component to a single player experience which locks off vehicles until you earn enough in-game cash to buy them. Some community members voiced concerns along these lines about the original career mode plans prior to this change in direction.

“This decision wasn’t taken lightly,” the statement continues, “but it allows us to focus on building a clearer, more authentic experience that better reflects what our community values and supports the long-term vision of the game.”

Career mode isn’t just being hacked away to leave a gap in the experience though. Instead, the Driving Academy will be expanded to become the single player focus, and it’s all about helping you get quicker and helping you learn the nuances of different cars and tracks.

“While the original Career mode won’t be part of the final direction,” says Kunos, “providing meaningful structure for solo play remains very important to us. Our goal is to guide progression through skill, learning, and competition, rather than through an artificial economy, while continuing to support well-received features like vehicle tuning."

Meanwhile, online play is getting serious reinforcements. Following the introduction of ranked races in the 0.4 update, there’ll soon be special events, online leaderboards, hot stints and “other focused game modes” joining the multiplayer roster.

The players over on Steam have not taken kindly to the news, with only 20% Positive reviews in the last 30 days, resulting in a Mostly Negative tag for the recent reviews. Overall, Steam reviews are currently at 61%.

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Still, the updates keep rolling out, the latest being the 0.5 release.

In addition to a host of bug fixes and feature improvements, it includes some new content again:

Update 0.5 has landed and in it comes 7 new cars, 2 new tracks, daily ranked racing improvements and so much more.

CARS
Audi Sport quattro
BMW M2 Coupe (G87) - 2 variants
Caterham 485 CSR - 3 variants
Dallara EXP
Porsche 911 GT3 RS (992) - 2 variants
Toyota AE86 Sprinter Trueno - 4 variants

TRACKS
Circuit Paul Ricard - 4 layouts
Watkins Glen - 4 layouts

Improvements to the Daily Racing Portal including allowing racers the ability to choose their personal car to race with.

PLUS MAJOR GAME IMPROVEMENTS, Improvements to the Daily Racing Portal including allowing racers the ability to choose their personal car to race with, improved physics/handling, Updated DLSS version to 4.5 and an updated UI and HUD for a more polished experience.

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Assetto Corsa EVO removed the original plan for a career mode - but that’s not the end of single player content…

Here, Kunos Simulazioni’s Marco Massaruto opens up about the change, why he thinks it could benefit EVO in the long run, and delivers never-before seen footage and new information about single-player, free-roam and modding.

00:00 What recently happened
01:30 Why remove Career Mode?
04:00 A different Career Mode?
05:51 Fan pushback
06:40 What can you do in Free-Roam?
08:26 Community feedback
09:40 Free-roam info and gameplay
18:56 Sebring and 296 GT3
22:11 Multiplayer
23:40 EVO in 2026
28:09 Sim racing industry
36:20 EVO’s differences
37:21 Modding
46:05 Kunos

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Update Release 0.6 is out now, and comes with some awesome additions…

Bringing a whole list of content, features and improvements for you to enjoy both in and out of the game.

CARS
Audi R8 LMS GT4 Evo
Ferrari 296 GT3
Ferrari GTO
Ford Mustang GT3
Lamborghini Countach
Porsche 911 GT3 R rennsport

TRACKS
Sebring International Raceway

ADDING UP WITH MAJOR IMPROVEMENTS to the Gameplay, Audio, UI and introducing official MoTeC telemetry support!

All the details on the official ACE site:

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Michel on OverTake_gg shares thoughts on the 0.6 update.


00:00
AC EVO 0.6 released
00:58 Ferrari 288 GTO
02:22 Lamborghini Countach LP5000 QV
03:11 New GT3 Cars
03:43 Porsche 911 GT3 R rennsport
04:56 Physics & Handling Improvements
05:30 Mustang & 296 GT3 Impressions
07:06 Audi R8 LMS GT4
08:18 FPS Increase
09:25 AI Improvements
09:45 UI Changes
10:06 NĂźrburgring Historic Hints
10:47 Conclusion

Missed update 0.7, and now 0.8 is out already, and it includes a familiar circuit. The note on the Kyalami inclusion mentions the high altitude - “where thinner air subtly reshapes engine output and aerodynamic load”. I wonder if that will really impact the engine performance in the in-game cars?


Update 0.7


Update 0.8 is OUT NOW!

Early Access continues its development with Release 0.8, bringing new content, additional user generated content abilities and a major VR rework.

Where 0.7 opened the door to the AC EVO car editor and the new particle system, 0.8 builds directly on that momentum across three fronts at once:

  • A substantial content drop that adds three distinctive cars and a brand-new circuit in Kyalami
  • The next major step for the EVO user generated content ecosystem, with external livery creation and the arrival of multiplayer support for user generated content
  • A comprehensive VR overhaul that turns virtual reality into a credible, first-class way to experience the simulation.

This is a release that widens both what you can bring to EVO and where they can race it, extending the platform outward to the community while making every session, on track or in the headset, run cleaner and look sharper.

New Content

New Cars

Release 0.8 expands the roster with three additions that stretch from uncompromising track machinery to everyday all-weather performance, broadening the spread of disciplines represented in EVO.

KTM X-Bow GT2

One of the most extreme expressions of the modern GT2 class. Built around a lightweight carbon monocoque and a potent five-cylinder turbocharged engine, the X-Bow GT2 distils KTM’s stripped-back, function-first philosophy into a car of brutal directness. With minimal mass and serious aero, it rewards precision and commitment, and joins the EVO grid as one of its most focused customer-racing weapons.

KTM X-Bow GT4

The GT4-homologated sibling brings the same lightweight DNA into a more accessible package built to GT4 regulations. Agile, communicative and quick to reward clean inputs, it offers a natural entry point into structured customer racing: distinctive in silhouette, honest in behaviour, and an ideal counterpoint to the heavier metal elsewhere on the grid.

Volkswagen Golf 8 R

The all-wheel-drive flagship of the Golf range adds an everyday-usable, all-weather performance option to the roster, sitting naturally alongside the Golf 8 GTI that exists already in EVO. Composed, fast and deceptively capable, the Golf 8 R is the understated rocket of the line-up — proof that real pace doesn’t always announce itself.

New Track

Kyalami Grand Prix Circuit

Release 0.8 adds Kyalami, the historic South African circuit and a venue with deep Grand Prix heritage, now in its modern, FIA-graded layout. Set at high altitude near Johannesburg — where thinner air subtly reshapes engine output and aerodynamic load — Kyalami is a true driver’s circuit: a flowing, undulating sequence of fast esses and committed direction changes that rewards rhythm and bravery in equal measure. Long a fixture of international GT competition, it brings a genuinely distinctive challenge to the EVO track list.

User Generated Content Steps Up: External Liveries and Multiplayer Car Content

Release 0.8 takes the custom content story opened by 0.7 and pushes it decisively forward. Where the first car editor release was limited to Single Player, community-created cars can now be brought into Multiplayer!

On the Multiplayer side, the server launcher now supports modded car content, with a SHA verification layer that rejects modified cars or incorrect mod versions before they reach the grid. This keeps competitive integrity intact — every car on the server is the car it claims to be — while finally letting community content take its place in online racing. A new entry-list capability for defining starting order rounds out the toolset for organisers and league operators.

For creators, external livery creation support opens the second stage of the roadmap to versatility, moving beyond the car itself toward the personalisation layer that has always been central to Assetto Corsa culture and to the online racing community.

KUNOS Simulazioni and 505 Games encourage experimentation but do not endorse or take responsibility for community content that infringes trademarks, licences, brand guidelines or any other policy or law, or that compromises the game’s stability. Creators are asked to respect rights-holders and platform rules when producing and sharing content.

A Major Step Forward for VR

Release 0.8 delivers the most significant VR update of the Early Access cycle to date, reworking the headset experience around performance, clarity and comfort. The headline is foveated rendering, including an eye-tracked variant on supported hardware and more aggressive foveating presets, which concentrates rendering effort where the eye is actually looking, reclaiming performance without a visible cost to perceived sharpness.

Around it sits a full suite of new controls and optimisations: a pixel-density slider from 50% up to 150%, a world-scale option, supersampling, and a custom MSAA resolve tuned specifically for VR to reduce aliasing. VR now uses its own dedicated video-settings profile, separate from the flat-screen game, so headset and monitor configurations no longer compete. Performance-minded options, including a ‘prefer FPS over latency’ mode and an optimised pass that skips unnecessary work when upscalers are not in use, give players meaningful headroom to tune the experience to their rig, while the renderer now draws straight into the OpenXR swapchain to avoid an extra copy.

The first set of VR options is now exposed directly in the UI, with further settings to follow as the interface is completed (internal: a small number of VR options, including the VR sunglasses mode, are present but not yet fully tuned).

Further Core Improvements and Ongoing Development

Renderer: Dynamic VRAM Management and Visual Fidelity

0.8 continues the rendering overhaul begun with 0.7’s GPU-feedback texture streamer, this time centred on memory. New dynamically resizable texture and mesh streaming pools operate against a real-time VRAM budget, keeping memory use within the available headroom on a given GPU.

The work is backed by enhanced VRAM reporting and a new tracking category for non-streamed car resources such as numbers and decals, alongside a broad set of targeted optimisations across particles, clouds, material heaps, readback passes and shadow maps.

On the visual side, the release introduces supersampling and enhanced windshield rendering, complete with an updated wiper refraction effect and a new windshield raindrop splash that adds tangible texture to wet running. An updated panini projection improves wide field-of-view framing, HiZ occlusion now uses a reprojected view to mitigate the flickering of trees and other objects at culling edges, and an early-culling issue in mirrors on the ultra setting has been resolved.

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@DarthMol and I had a chat recently - I want to hop back into sim racing, but cannot justify both ACE EVO and Le Mans Ultimate. I am wondering which sim will pick up the most over the next year and be run by local organisers… or do I give iRacing another year sub..?