Assetto Corsa EVO v0.9.1 is out now, alongside support for TrackIR devices and some fixes. Changelog: - restored legacy AI code that incorrectly got mixed with incompatible experimental code - fix for crashes with certain AMD GPUs - fixed fake car and tyre shadow being offset fro
Assetto Corsa EVO v0.9.1 is out now, alongside support for TrackIR devices and some fixes.
Changelog:
- restored legacy AI code that incorrectly got mixed with incompatible experimental code
- fix for crashes with certain AMD GPUs
- fixed fake car and tyre shadow being offset from the mesh position in replay cameras
UPDATE 0.9 is HERE! NEW CARS - Audi R8 LMS GT2 - Audi R8 V10 performance quattro - Mazda RX7 FD Spirit R (Type A) ONLINE LEADERBOARDS WITH HOTLAP/HOTSTINT EVENTS with new Special Events UPDATED PHYSICS/HANDLING AND TYRE MODEL ADDING UP WITH MAJOR IMPROVEMENTS to the Physics, Rend
- Audi R8 LMS GT2 - Audi R8 V10 performance quattro - Mazda RX7 FD Spirit R (Type A)
ONLINE LEADERBOARDS WITH HOTLAP/HOTSTINT EVENTS with new Special Events
UPDATED PHYSICS/HANDLING AND TYRE MODEL
ADDING UP WITH MAJOR IMPROVEMENTS to the Physics, Rendering, Inputs, Bug fixing among many others.
We want to be upfront: Update 0.9 will not mark the final release of the Early Access Program.
Free Roam is still very much on the way and will be part of Assetto Corsa EVO during Early Access.
As we move closer to the end of the Early Access Program, we want to take a moment to genuinely thank you for the support you’ve shown throughout this development journey.
It hasn’t always been easy, with some challenges along the way, but your patience, feedback, and passion have helped us reach a much stronger place — one where we’re now getting very close to bringing Free Roam to Assetto Corsa EVO.
We’re looking forward to seeing your reactions, hearing your thoughts, and continuing this journey together
- Audi R8 LMS GT2 - Audi R8 V10 performance quattro - Mazda RX7 FD Spirit R (Type A)
MULTIPLAYER
- fixed a crash on server disconnection - fixed admin commends sent twice to the server - fix for player receiving a duplicated race number when rejoining a server with a custom number
GAMEPLAY
- fixed suspension repair also repairing car body damage - global CPU-side optimization work - fix for raindrops left on windshield after exiting a rainy session - fix for dash display on HUD disappearing in certain scenarios - more gameplay code refactoring - fixed an issue that prevented custom external livery to be applied on a customized and saved user car - during a race session returning to pit will now penalize the player also when they are in pitlane - this is a fix for the player being able to skip time in pit after teleporting back to pit from near box - added damage rate in assist settings (SP) - mandatory pitstop requirements implemented - it will be a MP feature for the time being launcher updated too, pit window is selectable in timed races above 20m of session length - online leaderboards with hotlap/hotstint events - added Special Events For Hotlaps you will be able to select drivers around you on the leaderboard via the MFD and drive against their delta. Your own reference in the Delta widget will be replaced when another player is selected. For Hotstints the same logic applies, but instead of replacing the delta, you will be seeing total gaps to the people around you crossing each sector line. So you will have more realtime feedback how the stint is going, which is more engaging than only waiting for the total time. Both event types have a new optional function: Limited Attempts. This means that you can practice for an event as much as you want, but you can only have X amount of recorded attempts that will be tracked by the leaderboard, to increase the pressure of such an attempt and recreate a more race-like situation. - hotstint leaderboards now show the storyboard data for selected entries once the selection event is triggered
PHYSICS/HANDLING
- updated tyre model for racing slicks - deployed on GT racing cars - fixed some issues with AWD clutches - fixed AWD not respecting various lock controllers - SF25 wet setup now defaults to wet tyre and not inters - fixed GT3 RS launch control rpm - improved LSD differential simulation added LSD friction faces to car setup - throttle model improvements on newly released cars, to be expanded to all content in continuation
INPUT/CONTROLS
- optimizations in the input system - new default input definitions - MFD page defaults to leaderboard in SEs - FFB device recovery on disconnect/alt-tab (DirectInput, Fanatec, Logitech, Thrustmaster). Expected: FFB comes back by itself within ~1 s after alt-tab, USB unplug/replug, or base power-cycle. TrueForce/FullForce audio: FullForce DSP now uses the filtered signal with clamp; Logitech TrueForce gets a 350 Hz low-pass, gain from settings, and DSP reinit when the wheel handle changes. TrueForce now survives reconnecting. FFB output shaping: added linearization LUT loaded from file. LUT file: ffb.lut in the game's SavedGame folder, input|output per line. - ffb shaping fixes - fixed a reconnection recognition issue with Fanatec devices - fix for automatic shifter not being functional when H-shifter inputs are set
RENDERER/GFX
- renderer optimizations - wind now has graphical representation - fixed shadow factor gone missing on windshield effects - added temporal dithering that works better with DLSS and FSR - shadow receiver culling optimization. Expected result is that shadow now costs less than before. Availabe only in mono view. - vehicle/cockpit cubemaps and mirrors optimization - windshield material optimization - exposure fusion added: a new feature that mimics how the human eye sees compared to a camera - updated the View Settings page to allow users to modify their exposure bias, exposure fusion, and post-processing presets directly on track with live preview of changes taking effect in the background - fixed TV camera jitter during replays/broadcast footage
Patch notes: - fixed pit location creation and assignment for AI cars - fixed a dynamic track recording crash on restart - Kyalami fix for incorrect palm impostor subsurface texture - fix for thumbnails missing or incorrectly generated in certain situations - fix for thumbnail ge
Patch notes:
- fixed pit location creation and assignment for AI cars - fixed a dynamic track recording crash on restart - Kyalami fix for incorrect palm impostor subsurface texture - fix for thumbnails missing or incorrectly generated in certain situations - fix for thumbnail generation while using the free camera - reduce tree popping even more on certain configurations - fix for car and dashboard being unresponsive during race start countdown when the start assist is turned on - fix for a server issue when it has reached 1000+ lifetime users, causing subsequent entry numbers to start at around 600 and produce incorrect results - fixed crash during multiple refresh of the MP browser - fix for garage cars always being saved because of performance index recalculation - modding - car now read from Saved Games/ACE-Server folder - modding - external liveries fix for garage sharing, livery linker added into car customization - ideal line assist init made async - possible fix for freezes on the main thread - server: added document folder to windows server, revamped server-backend-client data exchange for sha with more UI info on missing cars, fixed early performance validation rejection
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 fron
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.
GENERAL - external livery creation support - fix for crash when player is changing car setup while the session changes or restarts - added protection for controls listening while the session changes or restarts - fixed a crash when starting the game from a mapped network drive - fixed empty showroom showing briefly after launch before the splash screens - added numberplate selector in the paintshop for relevant cars
MP - possible crash fix when joining an MP server - server/MP chat: feedback after using admin commands - fix for a startup crash - fix for crash when failing to connect a server - fixed a crash when session switching while player is still loading the previous session - updated Ferrari SP3 gearbox sounds - MP: entrylist to allow defining starting order - MP: server launcher support for modded car content - MP: reject modified cars or incorrect mod version with sha check - fix for players being able to call the pause menu in MP while driving - fixed car receiving damage when spawning on shared box in MP - fixed freeze and crash when the player is spamming input during session join
GAMEPLAY - fixed hotstint game mode bugs with timing and results - fixed hotstint lap counter - fixed fuel still influencing pitstop time even if refuel amount exceeded tank capacity - fixed popup headlights not being synced with the gameplay logic
PHYSICS/HANDLING - removed rev limiter choking - telemetry laps enabled in Datsun default setup - DCT - added min filter throttle cut - Ferrari Daytona SP3 - restored launch control - rebaked dynamic track maps using revised logic
RENDERER - add projection correction - introduced supersampling - dynamic resizable texture pool and mesh streaming pool with real-time budget (this is used to keep vram within the available vram budget) - mesh streamer new logic - particles vram optimization - instanced skeleton optimization - enhanced vram reporting - add new vram usage category to keep track of the resources of the cars that are not streamed - clouds vram optimization - material aggregate heap vram optimization - readback passes vram optimization - esm vram optimization - buddy allocator peak stats - enhanced windshield rendering - update wipers refraction effect - added windshield raindrop splash effect - improved f+ tiled culling algorithm - hiz occlusion now uses reprojected view - this should mitigate flickering of trees and other objects that were cull-glitching - fix for early culling in mirrors when ultra setting is selected - fix tree popping in cockpit view on certain camera conditions - fix 9070xt and rx7600 recurring crashes
VR - hidden mask optimization - single pass stereo vr rendering - foveated rendering - pixel density slider (50% up to 150%) - custom vr resolve for msaa (reduced aliasing with spatial resolve with depth reprojection - do not use velocity or flags buffers) - world scale option - spectator window off by default and add an option to turn it on - prefer fps over latency option (similar to turbo mode of the openxr toolkit) - dedicated video settings file from vr - split video settings: vr uses vr.videosettings while the rest of the game uses video.videosettings - optimized vr pass by skipping passes if upscalers are not used - renderer draws straight into the OpenXR swapchain image (avoid copy opt) - added VR settings in the UI - the other non-VR settings are yet to be added - more aggressive foveating presets - eye tracked foveated rendering - fixed a few IQ problem - VR sunglasses option
GRAPHICS - race cars with plain liveries and material setup for external liveries - remapped cloud levels and aligned the graphics to the new physics ranges - aligned tarmac wet shader to new physics ranges
UI - fixed freecam widget not showing data when having the scene selector active in the showroom - numberplates - number type now includes cap to max digits - localization updates
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 fron
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.
Physics and Handling
Physics work in 0.8 focuses on the tyre-to-track relationship and a round of targeted fixes. The road temperature model has been reworked, and dynamic track maps have been rebaked using revised logic for more consistent grip evolution; weather and dynamic track behaviour has also received various fixes, with calibration still ongoing. Camber is now derived through a geometrical calculation, brake temperatures respond to electronic brake intervention, and rear-wheel steering has been corrected. Alongside these, excessive smoke generation has been fixed and the particle behaviour for wet grass has been addressed.
Gameplay
Several gameplay fixes sharpen the competitive modes. Hotstint timing, results and the lap counter have all been corrected, and a fuel-logic issue — where exceeding tank capacity during a pitstop still influenced stop time — has been fixed. Popup headlights are now correctly synchronised with the gameplay logic.
Multiplayer Stability
Beyond the new modded-content support, 0.8 delivers a substantial pass on online robustness. Multiple crash sources have been addressed — on joining a server, on failed connections, on session switching while a player is still loading, and on a startup edge case — and a freeze caused by input spamming during session join has been resolved. Admin commands now return clear feedback in server and MP chat, players can no longer open the pause menu while driving online, and a bug causing cars to take damage when spawning on a shared box has been fixed.
Graphics and Audio
Cloud levels have been remapped and the wet tarmac shader realigned to the new physics ranges, keeping the visual presentation consistent with the underlying simulation. Race cars now carry plain liveries and the material setup required for external liveries, supporting the modding work above. On audio, a timestamp comparison added to the collision-event filter removes a spurious bottoming sound, and the Ferrari Daytona SP3 receives updated gearbox sounds.
UI and General Stability
The paintshop gains a numberplate selector for relevant cars, and numberplate entry now caps to the maximum number of digits. A freecam widget that failed to show data with the showroom scene selector active has been fixed, and localisation has been updated. Under the hood, 0.8 resolves a crash when changing car setup as a session changes or restarts, adds protection for controls listening during those transitions, fixes a crash when launching the game from a mapped network drive, and removes the brief empty showroom that could appear before the splash screens.
Introducing a new Daily Racing Portal Safety Rating system built around one simple principle: Great racing is measured by how you race others, not how well you avoid them. Most systems reward drivers simply for staying out of trouble. EVO SR takes a different approach. We believe
Introducing a new Daily Racing Portal Safety Rating system built around one simple principle:
Great racing is measured by how you race others, not how well you avoid them.
Most systems reward drivers simply for staying out of trouble. EVO SR takes a different approach. We believe safe racing means competing wheel-to-wheel, maintaining close proximity, and doing so respectfully without contact.
Other systems measure the absence of incidents. EVO SR measures the presence of clean racing.
A driver circulating alone in clean air gains very little in our system. The path to a higher Safety Rating comes from racing close to others, cleanly, consistently, and without unnecessary contact.
How EVO SR Differs
Most platforms calculate safety by tracking incidents per lap, corner, or kilometre. Stay incident-free and your rating improves regardless of whether you spent the race battling for position or driving alone. This means that a driver hiding at the back of the field can earn the same rating as someone racing hard, side-by-side, for an entire race.
EVO SR rewards what actually matters: close, respectful racing.
We measure the time you spend in close proximity to other cars without contact. Drivers are rewarded for racing wheel-to-wheel and penalised when contact occurs.
Drivers who can race closely, consistently, and cleanly see the biggest gains in Safety Rating.
EVO SR in Three Simple Rules
Race close, race clean → SR increases
Stay isolated at the back → SR changes very little
Race close and make contact → SR decreases
Close Racing is Rewarded
Safety Rating increases when you spend meaningful time racing near other cars.
Battling for the lead, fighting through the midfield, lapping traffic, or running in a close multi-car train it all counts.
Who you race against is irrelevant. What matters is demonstrating the ability to race closely and respectfully around others on track.
Contact Attribution Through Data
When contact occurs, EVO SR analyses impact data to better understand responsibility.
Few things are more frustrating than losing Safety Rating after being hit by another driver. EVO SR reduces this likelihood by evaluating where and how contact occurred.
In simple terms: aggressive driving is penalised, innocent drivers are protected wherever possible.
Severity Matters
Not all contact is equal.
A light brush exiting a corner is treated very differently from a high-speed collision. Contact penalties scale according to severity, meaning major incidents carry meaningful consequences while minor racing touches are balanced against otherwise clean driving.
Hard crashes leave a lasting impact. Minor rubs are part of racing.
Safety Rating Tiers
Rookie — 0–19 Where every driver begins
Class D — 20–39 Earned through clean, close racing
Class C — 40–59 Consistent racecraft
Class B — 60–79 Diminishing returns kick in
Class A — 80–100 Top tier — earned, not stumbled into
What EVO SR Does Not Punish
Wall Contacts
Solo mistakes are part of learning. Contact with barriers or self-inflicted incidents do not affect your Safety Rating.
EVO SR focuses on how you behave around other drivers.
Slipstream Taps
Minor draft contact while racing nose-to-tail falls below the sensitivity of the system.
Close racing should not be punished simply for being close.
Being the Victim
If another driver causes avoidable contact, EVO SR aims to recognise responsibility through movement and impact data.
If someone drives into you, they should carry the cost, not you.
Driving alone does not prove you can race safely around others. Racing wheel-to-wheel, respectfully and without contact, does.
Your Safety Rating is earned on track. Time to prove it.
Patch Notes: - Porsche GT2 Clubsport caster adjusted to avoid setup UI showing wrong value - fixed steer limit with damage - optimized mirrors and cubemap passes - fixed smoke not visible on netcars - fixed smoke production with low wetness levels - fixed car audio rev limiter -
Patch Notes:
- Porsche GT2 Clubsport caster adjusted to avoid setup UI showing wrong value - fixed steer limit with damage - optimized mirrors and cubemap passes - fixed smoke not visible on netcars - fixed smoke production with low wetness levels - fixed car audio rev limiter - fixed the pit menu appearing twice in special events - fix for a starting session crash in race weekend - fix for mirrors flickering when the dynamic mode is used - fix wet tire texture not shown despite rain tires being equipped on session start - fix parts oscillations - fix packaged .kspkg mod cars not showing up in the game
Update 0.7 of Assetto Corsa EVO’s Early Access Program has landed! It comes with 4 new cars, a BRAND NEW particle system with smoke, dirt, spray, impact particles and a whole heap of improvements! NEW CARS Audi R8 LMS GT3 Evo II Datsun 240Z Porsche 935 Porsche 911 GT2 RS Clubspor
Update 0.7 of Assetto Corsa EVO’s Early Access Program has landed!
It comes with 4 new cars, a BRAND NEW particle system with smoke, dirt, spray, impact particles and a whole heap of improvements!
NEW CARS
Audi R8 LMS GT3 Evo II
Datsun 240Z
Porsche 935
Porsche 911 GT2 RS Clubsport Evo Kit
We're also introducing an all new Assetto Corsa EVO SDK - Editor Tool
The SDK app allows those of you who are technically minded, to produce custom vehicles to use in single-player racing (with future updates that will add the ability for players to take their creations into multiplayer)
ADDING UP WITH MAJOR IMPROVEMENTS to the Physics, Rendering, Graphics, Audio and more!
For more information, head to our website: https://assettocorsa.gg/assetto-corsa-evo-early-access-0-7-now-available
- added Audi R8 LMS GT3 Evo II - added Datsun 240Z (S30) - 2 variants - added Porsche 935 (2019) - added Porsche 911 GT2 RS Clubsport Evo (991II)
GENERAL
- fixed replay movable object interpolation - fix for possible crash when quitting session while car is still loading - fix for a crash when restarting a session with the Huracan ST Evo2 - fix for crash in Thrustmaster code
GAMEPLAY
- fixed automatic wipers not scaling according to rain intensity - gameplay logic and architectural code revision - updated delta time logic when game is paused
MULTIPLAYER
- tuning filtering - added mechanical variant and PI to results dump - restart session command in MP now repairs all cars - added admin command ban (server life span)
PHYSICS/HANDLING
- fixed caster adjustment not working with certain new suspension configurations - engine inertia tweaks on the BMW M3 E46 - Toyota GR86 tweaks to default setup - balancing for the BMW M3 E30 and Mercedes-Benz 190E - adjusted power figures and/or torque delivery for a number of cars
RENDERER
- brand new particle system with smoke, dirt and spray and impact effects there's a fallback video setting to disable the more expensive effects - renderer update that improves indirect specular contribution when the car is in shadows: effectively it reduces the glow we have had while the car was going from a sunlit condition into a shadowed one, plus in overcast conditions in general this is enabled both on car and environment materials, so shaded conditions should blend better now across the board - fixed subsurface scattering contribution when glominess dominates the scene - fix dark halo caused by "negative" MIE scattering on cloudy scenes - adjusted vfog ambient scattering term - fixed glowing blurred rims (especially when metallic) in shadow context - fix for inconsistent cloud shadows - updated fog formulation (cubemap and mirrors) to use a phase function that more closely matches the volumetric one this helps align the contribution between indirect render passes and the main pass in practice this results in a truer reflection capture on cars, which now also includes volumetrics instead of just the clouds - changed entirely the texture streamer logic to use GPU feedback. streaming should now behave correctly, especially on larger maps - added texture quality option in video settings to control texture pool drops and GPU bandwidth usage - fixed VR volumetric contribution per eye - fixed and enable FSR path in VR/triple screen - switched to d3d12ma, using separate mesh pools - fix for free camera view becoming stuck on a black screen after reaching certain area of the skybox
GRAPHICS
- fixed inverted mirror in Caterham 485 CSR aeroscreen part - fixed setup-bound stepped car animations
AUDIO
- updated FMOD project version - Lotus Exige V6 brand new interior sounds - Toyota Supra RZ (stock) brand new sounds - interior, exterior, custom turbo, custom backfires - Toyota Supra drift variant full engine rework using the new approach - adjusted turbo volumes, adjusted rev limiter rumble volumes adjusted drivetrain wobbling params avoiding instability, adjusted max boost pressure to 1.8 bar, improved part throttle modulation, adjusted idle to 1200 RPM - horn sound updates
UI/CONTROLS
- added backend-fed notifications in the UI - driver registration now has year of birth instead of age - UI binding added to disable H-shifter inputs on the fly and use sequential instead - car specs sheet added on mechanical variant selection - resized no-scroll list to fix missing material edit box with expansive parts lists - localization updates - free camera widget with FOV, DOF and a number of post processing settings exposed - customization menu categories, these have been added to remove the clutter with cars that have a lot of customization items - fixed numberplate displaying 1 when the user sets 0 - paintshop colour picker now shows RGB readout and has copy paste function (copy includes material properties too) - added "exit to desktop" button
Update 0.6.3 is out now! We've also updated the Dedicated Server app, so be sure to update that as well. The dedicated server app is backwards compatible but it isn't forwards compatible so you will need to ensure the server and game clients are updated. Patch Notes - possible fi
Update 0.6.3 is out now!
We've also updated the Dedicated Server app, so be sure to update that as well.
The dedicated server app is backwards compatible but it isn't forwards compatible so you will need to ensure the server and game clients are updated.
Patch Notes
- possible fix for startup crash when trying to delete old log files - fix for a crash caused by the penalty manager - fixed an issue where certain AMD users were unable to launch the game if DLSS had been set as their upscaling option - fix for a crash scenario at startup caused by the shared memory writer - potential fix for crashes on penalty assignment - fix for crash caused by invalid data read from the CarCameras file - additional protections to shared memory function - fixed tyre contact patch force spikes - collisions now go into the server results - fixed "Failed to get control points ahead" for netcars at Nordschleife Tourist - netcar position protections - no skidmarks for disconnected netcars - setup limits unification among GT3 cars - brand new sounds for the BMW M8 Competition reworked from scratch with new samples, added custom turbos, updated dual clutch autocut time, updated autoblip and downshift time - brand new sounds for the Audi RS 3 full engine sounds rework (interior and exterior), turbo sound update, custom backfires, updated autocut and autoblip times - BMW M2 Performance setup and setup limits update with adjustable ride height - fixed missing gear readout from VW Golf 8 GTI dash - fixed typo in the Ferrari 288 GTO speedo
PATCH NOTES: - Improvements to Shared Memory mapping - Rework of server browser pings - Out-of-track surface tweak to reduce the likelihood of exaggerated jolts when clipping grass behind kerbs - Mazda MX5 NA and Caterham 485 CSR: softer tyres - Caterham 485 CSR: increased lift a
PATCH NOTES:
- Improvements to Shared Memory mapping - Rework of server browser pings - Out-of-track surface tweak to reduce the likelihood of exaggerated jolts when clipping grass behind kerbs - Mazda MX5 NA and Caterham 485 CSR: softer tyres - Caterham 485 CSR: increased lift and drag, adjusted aero balance - BMW M3 E46 CSL rear suspension setup and dampening tweaks - Fixed incorrect default compound on the Dallara Stradale (both road and trackday variants) - Ferrari 296 GT3 brake light emissive fixed - Lamborghini Countach fixed wrong colour of opponent brake lights - Included Porsche Cup Black Falcon Team Fanatec livery - Porsche 964 Turbo customization updates - Ferrari 288 GTO sound updates, added custom h-pattern gearbox sound - Ferrari F2004, SF25 sound updates - exterior volume balance - Porsche 718 GT4 RS - updated downshift time and autoblip curve to emulate "Track Mode" - Porsche 992 GT3 RS - updated downshift time and autoblip curve to emulate "Track Mode" - BMW M3 E46 CSL - fixed downshift autoblip rev matching - Road Atlanta track limit tweaks (wider T5) - Sebring track limit tweaks
Changelog v0.6.1 - restored copy&paste functionality from the daily racing website - fuel density synced across cars - fixed a crash scenario when joining a session - Porsche Cayman GT4 CS MR fully reworked aero map - Mazda MX5 Cup minor drag/power correction - Ferrari 288 GT
Changelog v0.6.1
- restored copy&paste functionality from the daily racing website - fuel density synced across cars - fixed a crash scenario when joining a session - Porsche Cayman GT4 CS MR fully reworked aero map - Mazda MX5 Cup minor drag/power correction - Ferrari 288 GTO increased steer lock - fixed rain-dependent gameplay functions reading an incorrect source value - updated Volkswagen Golf GTI and Alfa Junior dashes - UI: pitlane chat window flexible positioning - UI: pitlane event info breakdown duration time floored to nearest minute - minor visual fixes for Sebring and Nurburgring - adjusted F2004 visual stance - R8 GT4 windshield mask to exclude banner area for water and damage effects
Assetto Corsa EVO receives a new update (v. 0.6) today that expands the simulation with new content and targeted improvements to driving, racing and technical foundations. As the project keeps evolving together with the community, this update puts additional emphasis on the syste
Assetto Corsa EVO receives a new update (v. 0.6) today that expands the simulation with new content and targeted improvements to driving, racing and technical foundations.
As the project keeps evolving together with the community, this update puts additional emphasis on the systems that most directly shape what happens behind the wheel. The update adds a group of six new cars — spanning GT race machinery and roadgoing icons — and introduces Sebring International Raceway, one of the most recognisable and demanding circuits in American motorsport.
Beyond new content, this new update represents a meaningful step forward for Assetto Corsa EVO, focusing on the systems that define driving quality, competitive racing, and overall simulation depth.
Features include a refined suspension modelling, more stable multiplayer collision behaviour, enhanced audio and official MoTeC telemetry support via an updated sharedmemory stack.
Usability has been improved with a redesigned car selection flow and a reworked controls settings page, and deeper refinements to AI, physics, gameplay and performance continue the project’s community driven evolution toward a robust, long-term racing platform.
Six New Cars Join the Roster: Version 0.6 expands the vehicle lineup with a diverse selection spanning modern GT racing machinery and iconic road cars, each offering a distinct approach to performance and driving technique:
Audi R8 LMS GT4 Evo
A balanced and accessible GT4 racer built for consistency, mechanical clarity, and race discipline.
Ferrari 296 GT3
A benchmark of contemporary GT racing, delivering sharp responsiveness, strong traction, and advanced aerodynamics.
Ferrari GTO
A legendary road car icon, featuring turbocharged character and a more analog, respect-demanding driving experience.
Ford Mustang GT3
A modern endurance racer defined by stability, confidence, and strong visual and mechanical identity.
Lamborghini Countach
Few cars represent automotive fantasy like the Countach. A timeless supercar that combines iconic presence with raw character and mechanical demands.
Porsche 911 GT3 R rennsport
An extreme, aero-focused interpretation of Porsche’s GT racing philosophy, rewarding commitment and precision.
Sebring International Raceway
One of the most iconic and demanding circuits in American motorsport, Sebring International Raceway joins Assetto Corsa EVO in this new update. Known for its bumpy surface, long braking zones, and technical flow, Sebring represents a rigorous test for both car setup and driver discipline, making it a natural match for the new GT-focused additions.
Core Improvements
Enhanced Suspension Modelling: Assetto Corsa EVO 0.6 marks a significant step forward in suspension modelling, with improvements including multilink and strut systems, coilover direction, roll and pitch center calculations, bumpstop behaviour, and updated damper work. These changes enhance load transfer communication, mechanical realism, and overall vehicle response across the roster.
More Stable Multiplayer Collisions: Multiplayer racing receives focused attention through updated netcode timing and prediction logic. The aim is to deliver more stable and readable contacts during online sessions, supporting closer and more trustworthy wheel-to-wheel racing.
Audio: Improved Reverb and Car Identity: Audio enhancements in 0.6 include improved reverb behaviour, particularly in underpasses and enclosed areas, for a more spatially grounded soundscape. Selected cars also benefit from remade or refined sound sets, advanced multichannel management, and more distinctive audio identities.
Official MoTeC Telemetry Support: Version 0.6 updates the shared memory library, improving telemetry structure and quality for external tools and hardware integrations. This update introduces official MoTeC support, reinforcing EVO’s simulation and data-analysis capabilities for advanced users and content creators.
Usability, Performance, and Systems Progress: A revised car selection flow and a reworked controls settings page, now organised by input type, provide a more intuitive starting point for players. Additional work continues across AI behaviour, CPU performance optimisation, pit stops, penalties, weather systems, track limits, tyres, aero, setups, rendering, replay, and customisation.
Self-Hostable Game Servers: Following the stabilization of its core multiplayer infrastructure, Assetto Corsa EVO further expands its online offering through a layered approach designed to balance competition, freedom, and accessibility.
Alongside the official competitive experience of the Daily Racing Portal—with 24/7 ranked challenges engaging several thousand players in recent months—and the acevo-servers.com platform for browser-based server rental with worldwide availability, update 0.6 introduces a new option for players.
With the release of the dedicated game server executable via Steam Tools, users can now create and host their own servers using essential configuration features.
This final addition completes a cohesive multiplayer framework built to support different player profiles, delivering an increasingly precise and tailored online experience for competitive racing, organized communities, and casual sessions with friends.
Assetto Corsa EVO v 0.5.4 addresses a further improvement in the car presenter logic, so to improve loading times for all players, while the development team continues the work towards the next major update, version 0.6. See you on track!
Assetto Corsa EVO v 0.5.4 addresses a further improvement in the car presenter logic, so to improve loading times for all players, while the development team continues the work towards the next major update, version 0.6.
Assetto Corsa EVO v 0.5.3 improves the optimisation about the reuse of car presentations (render/audio) between sessions of a race weekend to prevent prolonged loading of cars after a session transition, especially in Multiplayer
Assetto Corsa EVO v 0.5.3 improves the optimisation about the reuse of car presentations (render/audio) between sessions of a race weekend to prevent prolonged loading of cars after a session transition, especially in Multiplayer
We have updated Assetto Corsa EVO to version 0.5.2 with this new patch. Full changelog below: - Documents/ACE will now migrate to -> Saved Games/ACE as per Microsoft standard recommendation existing settings files will transfer upon the first launch, this should fix issues whe
We have updated Assetto Corsa EVO to version 0.5.2 with this new patch. Full changelog below:
- Documents/ACE will now migrate to -> Saved Games/ACE as per Microsoft standard recommendation existing settings files will transfer upon the first launch, this should fix issues where OneDrive and other similar applications could hold the game configuration files hostage when running out of space or when they change file read/write rules NOTE: logs will now be located in the Saved Games/ACE folder as well! - fix for tyres sinking below ground when approaching the edge of track slowly - particularly an issue at the Nordschleife - BMW M3 CSL updates - camber gain, drag, brake bias tweaks - Lamborghini Huracan STO updates - aero balance, suspension, weight tweaks - Alfa Junior less drastic FFB difference between power/coast - fix to loading setups for Maserati GT2 and AMG GT2 crashing client and server - AMG GT2 crash fix and less anti-dive/squat properties in suspension - Maserati GT2 setup crash fix and updates, BOP alignment please remove previously created setups for both these cars - Porsche Cayman GT4 CS MR setup limits and suspension updates - Ferrari F40 LM aero fix to reduce likelihood of takeoff - Toyota Supra: less suspension damage to avoid extreme values on drift variant - fixed missing rubbering on a specific Nordschleife kerb - fix to an incorrect AI spline at Spa - fixed inability to navigate after applying a binding with a controller in the Controls page - fixed wrong current car after special event - fix for Dallara EXP not mixing with different AI opponents when using automatic grid
Full changelog for Assetto Corsa EVO v0.5.1 - improvements to server list refresh time, ping management - fixed lobby page becoming momentarily unresponsive after server selection - fix for game not starting with missing or corrupt redistributable package - fix to "DRS closed" me
Full changelog for Assetto Corsa EVO v0.5.1
- improvements to server list refresh time, ping management
- fixed lobby page becoming momentarily unresponsive after server selection
- fix for game not starting with missing or corrupt redistributable package
- fix to "DRS closed" message appearing for all clients of the server instead of the player car
- fixes to various GFX glitches on Nvidia/Intel hardware - AMD-specific issues are still under investigation
- fixed stutters in MP sessions when another player joins (due to FMOD loading audio banks)
- fixed track cut gain evaluation on occasion being cancelled by the start of the new lap when the cut occurs in the final corner
- fixed potential replay incompatibility from 0.4 to 0.5
- free camera is now functional in the paintshop (customize car menu), together with the FOV modifier input that allows the FOV to be changed in free camera (modifier+scroll)
F5 resets the camera to the default showroom one
- fixed erroneous LOD culling with the Toyota AE86 tuned steering wheel part
- fixed wheel LOD on the Caterham CSR
- fixed a minor UV error on the BMW M2 interior
- minor visual fixes for the new 0.5 tracks
- added collider to poles at the Nurburgring car park
- UI: fixed current lap font exceeding lap time widget
- UI: removed duplicated dampers notification and added cleartext for in-car damper and differential adjustments
- UI: fixed missing tyre compound information in the leaderboard for netcars
- UI: fixed pitlane menu overlay appearing twice in Special Events
- UI: fixed "stop the car to call the pause menu" message not appearing in Multiplayer
- UI: fixed "FFB gain increase/decrease" status message not appearing on the HUD
- UI: fixed tiles in the in-session settings menu changing size when hovering over
- UI: localization updates
- BMW M2 CS Racing and M4 CSL handling and setup updates
- Audi SQ performance mode name corrected
- wet tires now default on the wet setup for Dallara EXP
- fixed invalid BMW M4 GT3 setup
please delete any previous 0.5 setup created for the car!
- period (.) now allowed in UI text fields (e.g. chat widget)
The next step in the Early Access Program for Assetto Corsa EVO is here! Update 0.5 has landed and in it comes 7 new cars, 2 new tracks, daily ranked racing improvements and so much more. Improvements to the Daily Racing Portal including allowing racers the ability to choose thei
The next step in the Early Access Program for Assetto Corsa EVO is here! Update 0.5 has landed and in it comes 7 new cars, 2 new tracks, daily ranked racing improvements and so much more. 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
- 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 - Volkswagen Golf GTI (Mk1) - Circuit Paul Ricard - 4 layouts - Watkins Glen - 4 layouts
Gameplay/MP:
- removed game mode selector page on game startup, it now directly loads into Open Mode - Career mode has been disabled - previous Career mode purchased cars should now show up under "My Cars" in Open Mode - gain-based track cut logic: when cutting, there's a gain evaluation, if there is no gain, there is no warning, if there is a gain, the player has 500 metres to give up the gain, if this fails, the player is given a warning/time penalty/DT/SG/DSQ depending on the severity of the remaining unserved time gain, a widget helps the player determine whether time is being given up or not - fixed crash when restarting certain special events - next step of SimGrid daily racing: car selection is now based on mechanical variants, customized player cars are also checked for eligibility in place of the previous direct join, the connection flow has been shifted back to the ingame server browser so that players can choose their preferred visual configuration or livery - fixed a car customization logic issue that allowed self-exclusive optional items to overlap in some cases - fix for ability to start and finish timed lap in session overtime - fixed a bug in AI fuel estimation - added possibility to deviate from the global track limit rules on a per corner basis the target is to have more natural feeling track limits and not penalizing players where they already lose time by stretching the limits (e.g. gravel traps on corner exits)
UI:
- indications on the gear widget when ERS limits are reached - fix for binding TC Cut-1-14 and using it ingame crashing the game - last selected car now persists across the different menus - added button to hide UI overlays in the main menu and paintshop - updated some menu icons - localization updates - blue flags are now functional - added car electrics functions in the MFD - setup menu cosmetic updates - player tyre compound indication added to the pit menu leaderboard page - added ability to paste server credentials from clipboard - added pit stop controls MFD page - added HUD notifications priority settings in HUD options
Graphics:
- SF25 dash display updates (added lap counter in race sessions) - F40LM now has the racing driver model - fixed default variant's exhaust emitter position remaining even with override (e.g. on the Mini tuned variant) - updated Ferrari SF25 steering wheel position and driver animation - updated BMW M3 CSL steering wheel size and driver animation - minor visual updates to the Toyota Supra MKIV, Renault 5 GT Turbo - free camera mode enabled - visual customization updates for the Audi RS 3, Audi RS 6 Avant, Alpine A110 S, Ferrari 296 GTB, Lamborghini Huracan STO, Lotus Emira - fixed a customization logic issue that did not toggle optional items correctly when incompatible items were selected - updated lights scripts on a number of cars
Rendering:
- improved indirect rendering for cubemap shadows - updated DLSS version to 4.5 - implemented decals mip mapping, it reduces the flickering in distance of tire marks, banners etc.
Physics/Handling:
- new launch control system, updated existing cars with launch control available - Peugeot 205 T16 fixed non symmetrical setup - Porsche GT3 Cup fixed inconsistencies between the 3 variants' setuplimits - fixed an issue with DCT gear sequencing - shared memory updates to physics channels - added blending to shared memory when game is paused - disabled shared memory output while setup page is active - BMW M3 E46 gear ratio fix - Audi RS 6 ABD, better AWD, slight power bump - under-the-hood revamp of dynamic weather/track simulation and server-client syncing of conditions -> this will be a longer process to calibrate and finetune, which will be rolled out in subsequent updates - improved aero map interpolation: calculating additional data points between the data points for higher resolution and a more nuanced behavior - improved differential model - added support for differential locking system (Audi Sport quattro) - added support for solid rear axles to have adjustable camber and toe - BMW M4 GT3 Evo updates to aero and heave springs - BMW M2 CS Racing general updates, reworked setups, better balance, improved aero map and added second mechanical variant simulating the black power stick with a more powerful engine mapping (450bhp) The first variant continues to represent the TCX configuration with approximately 360bhp - Mazda MX5 Cup aero tweaks and setup updates - Alfa Romeo Giulia GTA Sprint setup updates - Caterham Academy setup limits updates - Porsche 718 GT4 RS balance and ABD updates - Ferrari 296 GTB dampers, setup and e-diff updates - Ferrari Daytona SP3 e-diff tweaks - Toyota GR86 setup updates - Alfa Romeo GTAm setup updates - ESC calibration tweaks for modern sports cars improved realism of factory ESC steps to help drivability without eliminating the fun factor
Audio:
- Ferrari SF25 volume tweaks - added bodywork damage audio - FMod: file size optimizations - reworked audio for launch control - updated sound spatialization for road cars' bodywork - Porsche 718 GT4 improved ramp and sound dynamics on load, tweaked fuel pump volume
Patch Notes - incremented UI engine texture cache count - this was a source of potential stuttering - potential optimization for stuttering caused by UI items - potential fix for heavy stutter when an input device reconnects - season definition penalties made consistent between q
Patch Notes
- incremented UI engine texture cache count - this was a source of potential stuttering - potential optimization for stuttering caused by UI items - potential fix for heavy stutter when an input device reconnects - season definition penalties made consistent between quick race and race weekend race session - controls: fix for dynamic damping setting changes only taking effect after game restart - Caterham Academy setup limits and shift rpm led tweaks - Toyota Supra engine visuals exposed (both variants) - added line thickness to all Nordschleife layouts' full map in the map widget - Mini tuned exhaust backfire position (partial fix only, will require additional code fix to hide the stock exhaust's emitter, which will come in the next major update) - fixed Audi RS 3 rear door animation being playable while driving - added passenger camera to all F6 (onboard TV) cameras - Nürburgring minor visual fixes - Mazda MX5 Cup wet tyre specified for wet setup - fix for game crash when trying to launch R3 Academy events - Serverlist - added filters for gamemode types, display "practice" gamemode servers as "trackday", match current car if no stored car is selected in eligible car list - improved BMW M3 E46 CSL audio - tweaked spectator sound zone volume - BMW M3 CSL dash scripting updates - fix in the Porsche 718 GT4 RS lights script - Ferrari SF-25 aero updates, setup limits, fixed wing setting adjustments not taking effect correctly - fixed a race server crash - improved/fixed the pit entry/exit shapes to avoid offtrack false positives - BMW M8 Competition brake force tweaks - fixed electronics settings in Setup not loaded correctly - Dallara Stradale engine and turbo tweaks - Toyota Supra Drift variant with improved setup and setup limits - BMW M3 E46 CSL throttle response and autoblip fix - Toyota GR86 increased rear camber - suspension damage sanitization across all content - AI cars will now have improved reaction to lower-pace opponents - replay UI: removed redundant index when camera submode cycling - fixed HUD elements not responding to the visibility toggles in HUD settings
Assetto Corsa EVO 0.4 is OUT NOW This release, the richest in content until now for AC EVO, delivers more content, more improvements, and a brand new competitive platform designed to itch that competitive racing scratch. INTRODUCING DAILY RACING & THE COMPETITIVE ECOSYSTEM Pl
Assetto Corsa EVO 0.4 is OUT NOW
This release, the richest in content until now for AC EVO, delivers more content, more improvements, and a brand new competitive platform designed to itch that competitive racing scratch.
INTRODUCING DAILY RACING & THE COMPETITIVE ECOSYSTEM
Players can now visit acevo.gg and access scheduled daily racing events on the new Daily Racing Portal. Browse upcoming races, register instantly, and join directly from your browser or in-game. Experience Ranked Racing with automatic split placement based on your GridRating, all within a platform built to grow with leagues, community features, and detailed driver statistics.
10 NEW CARS (plus variants)
BMW M3 (E46) CSL
BMW M8 Competition Coupé (F92)
Ferrari SF-25 (Modern F1)
Ferrari Daytona SP3
Ferrari F40 LM
Mini John Cooper S Mk VI (+ B16 conversion)
Peugeot 205 T16
Porsche 718 Cayman GT4 RS
Renault 5 GT Turbo
Toyota Supra Turbo RZ (Mk IV) + drift-spec variant
Gameplay refinements, tyre and drivetrain physics updates, visual and graphical upgrades, improved audio, and an updated UI and HUD for a more polished experience.
For more information, head to our website: https://assettocorsa.gg/assetto-corsa-evo-release-0-4-out-now/
Download the update now on Steam: https://store.steampowered.com/app/3058630/Assetto_Corsa_EVO/
NEW CARS: - BMW M8 Competition Coupe (F92) - BMW M3 CSL (E46) - Ferrari Daytona SP3 - Ferrari F40 LM - Ferrari SF-25 - Peugeot 205 T16 - Renault 5 GT Turbo - Toyota Supra Turbo RZ (MK IV) + tuned variant - Mini Cooper S (MK VI) + tuned variant - Porsche 718 Cayman GT4 RS
NEW TRACKS: - Nürburgring (5 layouts) - Oulton Park (2 layouts) - Road Atlanta - Monza
MULTIPLAYER - support for chat widget and server commands - additions and fixes in MP functions (autorestart, BOP, server list filter) - fixed servers ending up in zombie state after long-term idling - large number of fixes and additions to support the Daily Racing portal
GRAPHICS: - carpaint material revision across the board - improved post-processing - fix for dash display texture colour space errors - fix for certain material types - reduced menu thumbnails memory footprint - Mazda MX5 Cup visual updates to properly represent ND1 and ND2 variants - Porsche GT4 Clubsport MR minor visual updates - Lamborghini Huracán ST EVO2 minor visual updates - BMW M3 E30 minor visual updates - added more OEM accessories for the Honda S2000 - updated dash displays for the Audi RS 3 and RS 6 and Lamborghini Huracán STO - fixed steering wheel visibility in external driving cams - improved tyre shading: sheen layer that fades off after a couple of corners, improved tyre wear texture - added support for flexing and vibrating vehicle parts, such as wings, safety nets - initial implementation on racing cars - added moving damaged parts on all content - added visual backfires - added unique driver assets for F1 cars, for all liveries
AUDIO: - improved throttle timing and auto cutoff to enhance V-Tec kick effects - audio: new scraping sounds and raindrop sounds (when the car is stationary) - improved turbo hiss sound in general - audio: turbo pitch is now related to boost and rpm - developed new drivetrain model to improve the feeling of the simulation of the transmission wobbling - improved management of backfires - improved generic turbo hiss sounds, removed high pitched sounds - new transmission soundsets management, depending on the car drivetrain scheme - Honda NSX: improved V-Tec crossover sound with pure samples - Honda S2000: improved quality of engine interior sound samples and new engine exterior sounds
PHYSICS: - developed new tire damping method increasing compliance and drivability in all situations and all cars, but race cars in particular - adjusted tire inertia to better match each car's individual tire dimensions helping with more realistic tire lockups and less drastic loss of traction - improved tire slip ratio calculation leading to more natural behavior particularly on corner exits in locked differential scenarios - adjusted grip levels for all tires: Higher baseline grip, yet less combined grip leading to more natural, controllable and rewarding car behavior - adjusted thermal behavior for tires alongside adjusted rolling resistance - adjusted tyre rolling resistance to achieve more realistic top speeds - implemented new drive train wobble method respecting non linear stiffness - adjusted tire wear across all compounds (generally, the more performance oriented a tire is, the faster tire wear will noticably impact laptime) - sanitized and unified tire and controller library, solving potential inconsistencies in tire model across cars - improved consistency in available compound range for early-modern cars: Removed pseudo-vintage tyres for 90s-00s models, they are now fitted with a range of modern tyres suiting their performance, vintage reserved for crossply tyres - improved hybrid powertrains - implemented and unified KERS/ERS behaviour - improved Dual Clutch Transmission behavior to be more seamless - implemented electronic brake bias (dubbed as EBB or Brake Migration) - revision of battery features and data entry specifications - improved physics model for cars with solid axles - made several car systems available for in-cockpit adjustment (among others: turbo, dampers, differentials) - Ferrari 296 GTB: numerous fixes and adjustments to suspension, drivetrain, downforce, airbrake and dedicated performance modes with more realistic ERS deployment Recommended driving. - implemented soft lock feature for steering wheels - created multiple physics events to allow for more nuanced car audio - fixed a potential crash scenario caused by collisions - various steer ratio adjustments on a number of existing car content - created more true-to-life vintage compound for the Alfa GTA Sprint Recommended driving. - various adjustments to engines, turbos, drag and downforce across cars to better match real life acceleration, top and corner speeds - various adjustments and fixes to car default setups and differentials - fixed F2004 rear wing not responding to changes in setup and modified setup limits for the car - added stiffer springs for the Porsche Cayman GT4 CS MR and Porsche 911 GT3 Cup - adjusted torque curve for the Porsche Cayman GT4 CS MR - fixed Audi RS 6 bump stops to prevent tyre hitting and clipping through the bodywork - fixed Dallara louvers (front fender air vents) downforce impact - corrected Mazda MX5 Cup weight and differential - corrected differential of the Caterham Academy - improved various cars' rpm limiters to behave more realistically - corrected gear ratios for the Ferrari 296 GTB - corrected gear ratios for the Chevrolet Camaro ZL1 and 1LE variant - corrected Mazda MX5 Cup Sadev sequential gear ratios - corrected Alpine A110 and VW Golf GTI Clubsport gear ratios - updated operating aero and ride height ranges on the BMW M4 GT3 Evo and enabled bump stop adjustments Recommended driving. - updated operating aero and ride height ranges on Lamborghini ST EVO II - updated BMW M2 CS Racing setup limits according to BMW specifications, updated spring ratios - updated and unified all car names in setup folder - car colliders can now be angled when necessary to represent built-in rake of cars - reduced clutch sensitivity - fixed unwanted vibration on torque vectoring differentials - sanitized and updated TC & ABS behaviour on all cars Fixed engine-crippling behaviour of earlier iterations of traction control, so higher levels might work better on some cars, and lower levels allow for more playful driving. The new Porsche Cayman GT4 RS is a good showcase. Likewise ABS is not as efficient as before, more modulation might be required. - revised electronic brake controllers - added automatic brake differential to the Porsche Cayman GT4 RS and Alpine A110 - fixed BB adjustments only taking effect after every 5th click - fixed setup limit units missing from certain items - improved AWD clutches on Audi RS 3 Sportback in Performance Modes 1 and 2 (Torque Rear)
GAMEPLAY: - some new implementations and fixes on penalty manager - moved Imola finish line further back per GTWC sessions - tweaked logic for automatic grid population -> now adds up to 2+2 car models from below and above the selected car's PI instead - large update to replay code, this will probably break compatibility with older replays but files should now take up significantly less space - fixed electronics states in the replay - selected tyre compounds now correctly show up in the replay - AI: fixes to opponents swinging around wildly, potentially removing a few accident types - AI: better braking-behind cars approximation - AI cars should no longer get confused by pitlane or offtrack cars - new autoshifter logic - academy events rebalanced based on new laptimes - fix for occasional hang/crash in the car selection menu caused by the thumbnail texture blocking the game thread - replay now shows optional animation states (e.g. sunroofs) - halo visibility toggle added in view settings - added DRS zones on F1 tracks - fixed forced pitstop not applying if you teleport before the pit exit line after a race start - fixed reset position for various physics functions (lap estimates, ERS limits etc) on a number of tracks - fixed a potential crash caused by out of bounds tyre compound indices - updated AI data for the Alfa GTA, Mini and Abarth - reworked track limit safezones - AI cars no longer get warnings and penalties - changing Audio FFB effects now takes effect inside the session - new autogear logic (both player shift assist and AI upshift triggers) - inputs for adjusting mirror pitch and yaw now functional - race cars will now have both front and rear compounds changing at the same time via setup
UI: - implementation of general HUD notifications - reviewed input filtering for UI widget manipulation - serverlist - relocated server count, added player count - reworked client-side leaderboard - pitlane leaderboard now displays car model name - new car selection flow for Multiplayer Now the player can directly click on eligible cars and join without having to visit the car selection menu. The list is flat and includes all relevant "owned"/"favourite" cars on the top marked with a star. Beyond a certain (large) number of server-defined cars, the old car selection page is used for ease of browsing. - updated localization - added missing car localization strings - implemented track maps on the HUD and pitlane page - chat widget implementation in Multiplayer - implemented setup, UI and MFD items to support the new electronics systems - reworked HUD gear widget to support new electronics systems - expanded car controls MFD to support new electronics systems, such as ERS, EBB, differentials, dampers - explicit indication of performance modes on the HUD gear widget with more friendly names - odometer values for owned cars added in the model selection and SP hub - added reset button in the manual grid mixer - all previous cars' VR mirror offsets revised with the new default cockpit camera positions - unified setup units for all cars - fixed certain setup units being defined in groups instead of per item
Assetto Corsa EVO Early Access Release 3 is out NOW! KUNOS Simulazioni and 505 Games are excited to announce that the third release of Assetto Corsa EVO’s Early Access Program is now available for all game users, refresh your Steam client and make sure to update to the new versio
Assetto Corsa EVO Early Access Release 3 is out NOW!
KUNOS Simulazioni and 505 Games are excited to announce that the third release of Assetto Corsa EVO’s Early Access Program is now available for all game users, refresh your Steam client and make sure to update to the new version.
The 0.3 brings a big step forward by introducing a first multiplayer step, introducing important physics updates and audio enhancements, graphics optimization and quality of life improvements. Discover all of the details below:
Multiplayer Mode – Step 1
With this first multiplayer release, KUNOS Simulazioni introduces online racing to Assetto Corsa EVO, allowing players from around the world to race each other for the first time. This first introduction is happening during the Early Access Program, which allows developers to progressively introduce their game into the market with a community driven approach. The goal is to refine all features and the advanced technology behind this driving simulation software, while giving all early adopters the opportunity to test the game and share their feedback, helping to shape an experience that truly meets their expectations.
With the aim to deliver a stable, secure, and high-quality online racing experience the multiplayer system has been developed leveraging on key partnerships with trusted experts to provide a solid online infrastructure for the entire community, as an investment towards Release 4 and its Daily Racing Portal. Servers made available in this initial phase will host up to 16 players in each race, while KUNOS Simulazioni will focus mainly on the overall session related functionalities and stability and, after these are secured, the number of slots per each game server will rise up to track capacity and beyond.
Free Public Servers Available 24/7
A wide selection of public in-game servers will be available 24/7 at no cost for all players to join, featuring a variety of race scenarios, tracks, and weather presets for everyone to enjoy. This effort has been possible thanks to the collaboration with SimGrid, that is KUNOS trusted partner for the Daily Racing Portal releasing with 0.4, helped by their communities, and LowFuelMotorsport, also known as LFM, an incredible sim racing community.
Custom Servers Portal Coming Soon
For those sim racers looking to go further - like community admins, leagues, and event organizers - after the 0.3 release, the Custom Servers Portal will be made available soon, this represents a new platform where anyone can rent and configure dedicated custom game servers.
Early Access release 3 - Key improvements
With the release of Early Access 3, Assetto Corsa EVO delivers significant improvements ranging across physics, audio, and graphics.
PHYSICS
A fully recalibrated tyre model - across all compounds- has been initially released in 0.3.0 Open Beta to gather feedback from a wide variety of sim racing hardware and FFB settings. During the Open Beta of 0.3 in the last weeks, KUNOS also addressed an issue related to tyre damping, which has been limiting the tyre feeling on FFB across a variety of scenarios; these will be released today with version 0.3.3. Release 3 physics updates include several improvements allowing the tires to respond more accurately to temperature, load, speed, and camber changes, delivering a more dynamic and rewarding driving experience. This is supported by a brand-new proprietary suspension algorithm and an upgraded damping system running at 1000 Hz, significantly enhancing vehicle feedback during transitions, braking, and directional changes. Together, these improvements add a whole new layer to driving simulation, where the car will more naturally communicate with the driver and allow more subtle corrections and, overall, a tighter feeling with any car.
AUDIO
Every car now features uniquely detailed ignition and startup sounds, with refined engine timbre and dynamic responses tied to RPM and engine inertia. Further realism comes through enhanced driveline audio, calibrated throttle lag, and torque response that closely mimic real-world behavior. Backfire effects have also been reworked for authenticity, delivering sharp, context-sensitive pops and crackles. These elements provide deeper mechanical feedback and elevate the overall driving immersion.
GRAPHICS & UI
The graphics engine now features improved global illumination, optimized CPU/GPU performance - with most noticeable improvements in crowded scenes, like multiplayer races - and significantly reduced VRAM usage, addressing some of the previous framerate issues. Post-processing effects, like motion blur, have also been refined for greater visual fidelity. On the User Interface front, the Multi-Function Display (MFD) has been expanded with customizable controls, real-time and official leaderboards, and detailed input settings. Additional updates include improved speedometer, tyres, and gear widgets -now featuring pit limiter indicators - for a more informative and race-focused experience.
New Game Contents
Alongside the new Multiplayer mode, the game’s content is expanded with 2 additional tracks and 9 new cars (3 for each category) – a variety of fun and exciting vehicles to suit every taste!
New cars:
[[b]GT class]
BMW M4 GT3 EVO
Lamborghini Huracán Super Trofeo EVO2
Porsche 718 Cayman GT4 Clubsport
[Special]
Caterham Seven Academy Racer
Dallara Stradale
Ferrari F2004
[Classic/Road Class]
Audi RS 6 Avant
BMW M3 Sport Evo (E30)
Mercedes-Benz 190E AMG 2.5-16 Evo II
New Tracks:
Circuit de Spa Francorchamps
Red Bull Ring
Read more about all Update 3 improvements, including detailed info on AC EVO server management (public and custom servers) and full car details, at thislink.