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Assetto Corsa EVO - Summary of Marco's Interview

assettocorsamods

Administrator
Staff member
It's been two weeks already, but ICYMI and do not plan to watch 1h30 of video, here is a summarized breakdown of the key topics covered:


1. Open World Features
  • The open-world map focuses on the Nürburgring area and surroundings, featuring landmarks, villages, and interactive locations.
  • Developed using lidar, photogrammetry, and proprietary terrain technology for high accuracy.
  • Businesses related to automotive and motorsport will be prioritized for integration, though the area will expand over time and could include more.
  • Realism is emphasized with features like free-roam traffic, refueling, and car recharging for electric vehicles. However, frustrating elements like penalties for speeding are avoided.
  • Off-road driving is confirmed, with support for progressive map expansion to include off-road parks and trails. However, specific off-road physics (i.e. rally) TbD in the far future.
  • The initial map will cover up to 1,600 square kilometers, but only part of this will be playable at launch, with expansions planned later.
2. Vehicle Gameplay and Economy
  • Players can experience both track and open-world driving. Open world is a "plus," not required for core racing experiences.
  • Cars range from entry-level vehicles to high-performance models, including vintage, street, and race cars.
  • A progression system involves earning credits and licenses, though players can bypass open-world elements if they prefer circuit-based racing.
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3. Multiplayer and AI Enhancements
  • Improved rating systems for ranked multiplayer and server filtering.
  • Plans for anti-cheat mechanisms.
  • Enhanced AI with personality traits and unscripted behaviors, simulating more natural and challenging race conditions.
4. Physics and Technical Improvements
  • Completely revamped tire, suspension, and aerodynamic models, leveraging modern hardware capabilities.
  • Enhanced mechanical damage realism while balancing licensing constraints on visual damage.
  • Integration of dynamic weather (day-night cycles, rain, but no snow) for track racing, though with limitations for open-world areas. TbD if it will be implemented for A-to-B tracks.
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5. Modding and Customization
  • Post-release support for modding tools to enable user-generated content, including maps.
  • Extensive car customization options, from paint and rims to interior details.
  • Support for dealership-style gameplay with potential future integration of activities like karting.
6. Release and Pricing
Although it has been discussed, more concise details came a few days later with the Steam Trailer:
Early Access Launch:
  • Starts January 16, 2025, on Steam at a discounted price reflecting ongoing development.
  • Early Access includes 20 cars and 5 circuits spanning 4 continents (e.g., Laguna Seca, Suzuka, and Mount Panorama).
  • Feedback from players will shape gameplay, performance, and final polish.
Release Timeline:
  • Full version expected in Fall 2025.
  • Planned content for 1.0 includes:
    • 100 cars.
    • 15 licensed circuits.
    • Open-world integration.
Core Gameplay Features

Enhanced Realism:

  • Improvements in tire modeling, suspension dynamics, and multibody dynamic simulation for realistic vehicle behavior.
  • Dynamic track conditions, including rubber buildup and wet surfaces, evolving in real time.
Single-Player Mode:
  • Includes practice sessions, quick races, and the Driving Academy:
    • Step-by-step track tutorials and challenges.
    • A new A-to-B time attack game mode.
  • Progression through an in-game economy to unlock driving licenses and vehicles.
Graphics & Weather System:
  • Built on a proprietary DirectX 12 graphics engine.
  • Features include:
    • Dynamic weather (e.g., storms, fog, localized rain).
    • Advanced rendering with global illumination and detailed reflections.

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