Did the patch come out yet that somehow magically adds v-synch and a stable framerate?
Rumour is it'll come today with the Japanese pack.
That said, IMO, there is nothing wrong with the frame rate, but I will be happy if they cure the tearing issue.
Did the patch come out yet that somehow magically adds v-synch and a stable framerate?
Thanks to my craptactular DL speed I'm still 90mins away from having the patch installed.
ASSETTO CORSA V 1.03 FIXES AND ADDITIONS
Graphics
• Framerate is now smoother.
• Screen tearing issues have now been resolved.
Quick Races
• Players will now be able to select their starting position in the race options screen. • Gamepad algorithms have been improved, resulting in better handling.
Controls
• On launching Assetto Corsa, the game will now recognize the device you are using, when selecting the ‘X’ button in the start screen.
• A 'Reset to Default' option has now been added that resets the gamepad settings to recommended values.
• Thrustmaster T80, T100 and TH8 shifter functionality has been improved.
• A new option has been added which allows the player to set the visual steering lock to a degree of their choice.
AI Opponents
• 2 additional difficulty levels have been added – 'Very Easy' and 'Very Hard'.
• AI strengths have been re-balanced, in response to community feedback.
• Algorithms have been improved.
FREE BONUS CONTENT!
• The Black Cat County track is now available as part of Update v 1.03: Get ready to enjoy its three different configurations: Long, Short and Intermediate!
• This fictional scenery comes with a bonus FREE car model, the Maserati Levante S, the first Maserati SUV! This is a great chance to enjoy the advanced physics level of the simulation with a different kind of vehicle.
• The latest update introduces a new technical partnership with SPARCO, an Italian company that designs, produces and sells motorsport safety equipment, seats and more. Some exciting opportunities to come in the future! In the meantime you can enjoy the all-new dedicated suits and gloves featured in the latest update of Assetto Corsa.
XBOX ONE PATCH UPDATE
Stay tuned! As soon as we have more info to share on the launch of the Xbox One patch, we will let you guys know. Please be patient with us and we will update you soon!
I think, if it's actually just v-sync without even mentioning it in the patch notes, that's not cool. I would expect some more clever stuff... even some kind of multi-buffering might be better suited.Wow! Tearing is gone. Looks like we're all v-synced now which would've been a big problem if the framerate wasn't massively improved.
Which issues specifically?Just got in and I'm enthusiastically downloading the update.
Good to read about performance gains but I pray the controller issues are sorted out.
Kunos, please get custom controls in there soon too. PLEASE! Thank you.
Gamma and DeadZone.Which issues specifically?
XBOX ONE PATCH UPDATE
Stay tuned! As soon as we have more info to share on the launch of the Xbox One patch, we will let you guys know. Please be patient with us and we will update you soon!
It's naff-all to do with Assetto Corsa per se (apart from the prancing horse connection), but I shot this video of the XX Programme cars leaving the pits at Passione Ferrari, Silverstone at the weekend. The fucking sound from these monsters. Jesus. Truly bone shaking. Mobile phone footage, and shame my S6 mic wasn't up to snuff to capture the godliness in all its glory.
https://youtu.be/OnlrtQCqeK8
Edit: and another.
https://youtu.be/_Vwe_ZJOB1w
they sure are striking some cool "partnerships"... Ferrari, Porsche, now Sparco... and I really want to know how they got rid of the tearing. That's basically impossible without adding quite a bit of input lag as far as I know, ...unless you have a g-sync monitor or enough power to run the game at ~double the refresh rate of your display and then use something like nVidia's Fast Sync.
As I understand it, the gamma setting changes the thumbstick response from a linear path, to a curve?, but which way is which?, which way would you have to move the gamma setting to have a slower steering response across the first half of the stick travel and have it speed up over the last half?
Values under 1 translate small stick movements into bigger ones around the center. Values above one, would be what you want, but be aware that they amplify your inputs in the second half (all badly worded and mathematically incorrect, but still understandable I hope).
Yea, I wish, but I doubt it. I bet Stefano will answer it in a stream.Also, the tearing, wonder what wizardry went into curing that, hope DF will retest it.
The Nordschleife replay cams in R3E have some incredible reverb! (turn up the volume, guys!)I was at the FIA WEC 6h of Austin and didn't even bother to attempt capturing the glory using my phone.
It's difficult to replicate that reverberation in the air. The best developers can do is suggest it...
Values under 1 translate small stick movements into bigger ones around the center. Values above one, would be what you want, but be aware that they amplify your inputs in the second half (all badly worded and mathematically incorrect, but still understandable I hope). Though "speed up" is not something that gamma really does. How gamma effects the wheel movement over time depends on sensitivity, filter and speed-sensitive steering.
Also, wo don't know how dead-zone is implemented, will it just cut the first deadzone-% off of the rest of the gamma-graph or will it squeeze the uncropped/uncut gamma-curve into the last (100 minus deadzone)% ?
1 is linear. I don't think you could really feel a difference between 2.0 and 2.2. From my steering app test, I'd keep gamma between 1.8 and 2.5 and concentrate on finding the right balance between sensitivity and filter... (or set gamma to 1.0 and then experiment with sensitivity and filter to get a feel of how they work)Is the default setting (which I think is 2?) linear movement?, or is 1 linear?, think mine is set at 2.2 at the moment, which feels ok, my old pre patch setting was 1.8, which felt horrible.
Interesting point about the dead zone though, if it cuts the gamma curve that would make things interesting!
1 is linear. I don't think you could really feel a difference between 2.0 and 2.2. From my steering app test, I'd keep gamma between 1.8 and 2.5 and concentrate on finding the right balance between sensitivity and filter... (or set gamma to 1.0 and then experiment with sensitivity and filter to get a feel of how they work)
Your going to laugh at this but I changed Speed Sensitivity to 100 and Steering Speed to 100 and kept the rest default. It works...but it's a little lifeless. I do need to mess about with the settings more though so I'll try these out to see what's what.I seem to have settled on, at least for the time being..
Speed sensitivity 30
Steering speed 9
Steering dead zone 10
Steering filter 50
Steering gamma 2.5
Yeah, it's really bad. Never seen a game this bad...but I guess that's the price for the performance of this particular track.Is it me or does Black Cat County have some AF problem? The road lines are much more blurrier than other circuits
I just tried 100% for Steering Sensitivity and Steering Speed and it just worked but there are massive side-affects. I notice that even though Steering Sensitivity is at 100% because Steering Speed is also 100% I'm consistently understeering, so when I go in to a corner the wheels are always full-lock. Not only does it look stupid, it's completely wrong i.e. not a set-up used in real racing.Cooldawn, I'm glad you're finally finding deucing with the pad decent. I'm trying hard to replicate how it felt post patch. I'm getting close. Crazy how different everyone's values are. I've got sensitivity down to 5-8. And speed up to 82!
I haven't checked this with the forums, but pretty sure that "speed" is the degree of most refer to as "speed-sensetive steering", meaning the way a full stick input will be interpreted at different car speeds. At 20mph full lock on the stick might translate to "maximum degree of steering wheel turn in the virtual car = 180 degree" at 60mph it's only 90 degree and at 120mph maybe only 60 degree.I just tried 100% for Steering Sensitivity and Steering Speed and it just worked but there are massive side-affects. I notice that even though Steering Sensitivity is at 100% because Steering Speed is also 100% I'm consistently understeering, so when I go in to a corner the wheels are always full-lock. Not only does it look stupid, it's completely wrong i.e. not a set-up used in real racing.
Too much turn-in results in understeer. Niels Heusinkveld just addressed this in his Sim-Expo talk a week ago:They absolutely need to change but when I reduce the parameters for Steering Speed the car becomes more unstable...and I don't understand that. I would have thought less Steering Speed means a more progressive turn-in and more stability because I'm 'turning-in' as opposed to 'flicking' the front wheels. It's all a bit strange.
I was going to buy this on PS4 at launch but held back when I heard about all of the performance issues. Would you say the patch has made a significant impact?
Yeah, Sensitivity is speed dependant and Speed, I figure, is how quick the steering wheel rotates. That's what gives my car so much understeer because it goes to full-lock so quickly. I'm going to have to dial that right down to something like 0 to 10 and then figure out how to stabilise the car.I haven't checked this with the forums, but pretty sure that "speed" is the degree of most refer to as "speed-sensetive steering", meaning the way a full stick input will be interpreted at different car speeds. At 20mph full lock on the stick might translate to "maximum degree of steering wheel turn in the virtual car = 180 degree" at 60mph it's only 90 degree and at 120mph maybe only 60 degree.
"Sensitivity" should be how fast the virtual wheel can accelerate.
(Maybe I should have double checked, but I'm pretty sure)
Edit: It seems to be the other way around. "Speed sensitive steering" is called "sensitivity" in the settings and not "speed", sorry for that. At least that's what a AssettoCorsa.net forum poster said.
Edit2:
Too much turn-in results in understeer. Niels Heusinkveld just addressed this in his Sim-Expo talk a week ago:
https://youtu.be/Mc0ED3CsfgE?t=30m39s
so, don't drive like this: https://youtu.be/thhv1BzDpAM?t=33s(sorry, Team VVV, I still really enjoy your videos!)
Yeah, Sensitivity is speed dependant and Speed, I figure, is how quick the steering wheel rotates. That's what gives my car so much understeer because it goes to full-lock so quickly. I'm going to have to dial that right down to something like 0 to 10 and then figure out how to stabilise the car.
To my mind this is a really bizarre set of circumstances. Progressive control shouldn't de-stabalise a car as much as it does. Not too sure what's going on with the physics in that regard but it certainly doesn't feel as natural as other racing games.
Additionally I really do think low-speed physics still need some work and they need to sort out the grass/sand-trap physics too (I mean you can spin out from a stand still in the sand way too easily, it's ridiculous!).
I don't think so.I bought the game when it was early access on steam but it kinda runs like crap on my old pc so I didn't play it that much.
Would love to get it for PS4 and use my G27. Is that somehow possible?
I bought the game when it was early access on steam but it kinda runs like crap on my old pc so I didn't play it that much.
Would love to get it for PS4 and use my G27. Is that somehow possible?
I bought the game when it was early access on steam but it kinda runs like crap on my old pc so I didn't play it that much.
Would love to get it for PS4 and use my G27. Is that somehow possible?
You need to Gimx up to enable unofficial G27 support on PS4:http://m.neogaf.com/showthread.php?t=1125782
The G27 with adapter works perfectly with all games that support the Logitech G29.