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Assetto Corsa EVO: State of Early Access

Assetto Corsa EVO: State of Early Access

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Assetto Corsa EVO is in Early Access as a sequel that builds on the original with a new, proprietary engine. Full support for VR and triple-screen display, along with laser-scanned tracks and a clear content expansion plan leading up to version 1.0, make this new version of AC very interesting. It seems that this version has further focused on a more convincing driving model, more stable performance, and a more robust online framework, with regular updates bringing new cars, tracks, and functionalities.

Assetto corsa evo

What is obvious from the very beginning is definitely better, more convincing, more sensitive, and "fuller" or "more detailed" force feedback. At the core of the design is the physics of tires and suspension. The car communicates grip state through the steering wheel and chassis movements in a way that is readable even during small corrections of the steering and pedals. Weight transfer, the transition from braking to acceleration, and differential operation provide logical signals: when you overdo it with the brakes on entry, the front axle "floats"; when you open the throttle too early, the rear axle caricaturedly doesn't lose grip but gradually loses it. Such consistency reduces the need for extreme "tweaks" and allows the driver to focus on driving rather than hunting for "secret" settings.

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Force feedback is designed to work well even on default profiles. On mid-range wheels, you get somewhat satisfactory "road feel," a change in load during braking, and a signal when the tire starts to slide over bumps. On stronger settings and direct-drive systems, the detail increases, but the basic logic remains the same: the signal is readable without additional filters.

VR support occupies an important place. The solution aims for stable frame time and good clarity of distant objects, which is crucial for fast corners and braking zones on tracks like Spa or Red Bull Ring. Night conditions and dense traffic scenes are more demanding, but the engine is tuned to allocate load between the CPU and GPU more intelligently and to use VRAM more rationally. Those aiming for high refresh rates in VR will still want a more powerful GPU and carefully selected settings.

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The online module is in its first public iteration with a focus on stability and clear event signaling during races. Public servers, basic matchmaking, and session control are set up so that online sessions can be easily organized. This way, you will be able to easily start a session and play with friends. Something that sim-racing games desperately lack. It is also important to emphasize that attention is paid to predictable network behavior, correct synchronization, and clear penalty mechanisms, rather than cluttering menus.

The content has been focused from the beginning on several recognizable tracks and a diverse vehicle lineup. Laser scanning and consistent application of the same render model give the tracks a clear character: bumps and inclines are not just visual decorations but real factors. The vehicles cover a range from modern GTs to classics and exotics. It is essential that the "language" of physics does not change randomly by class; once learned, handling transfers from one car to another, so the driver's progress remains visible regardless of choice. Of course, with significant changes - depending on the class of the car.

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The audio system supports driving with information, not just atmosphere. Engine start based on the vehicle model, intake and exhaust response according to load, as well as the correlation of "backfire" with throttle and RPM changes help in reading the state of the tires and differential. The sound profile when crossing curbs and bumps is also synchronized with FFB, so through sound and the wheel, the same "visual" representation of the situation is obtained.

Performance still depends on hardware and selected settings. VR requires more powerful configurations, and online will need to increase capacities and administrative tools over time. But the foundation is laid: a consistent driving model, detailed FFB, tracks with precise details, and a development rhythm focused on stabilizing the core part of the game.

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In conclusion, the question "is it worth playing right now"? The answer is clear. Assetto Corsa EVO already offers a good platform for driving and enjoying racing competition today, and things can only get better. If you are not overly demanding regarding the variety of racing tracks or do not need a large diversity of vehicles, but want to enjoy good details and good physics... AC:Evo is a good candidate with which you can spend quality time enjoying on the tracks of the racing world.

Currently, the only complaints are occasional FPS instability and a lack of options for changing UI elements. But if we overlook those details, the game is really fun. With detailed FFB and an elevated level of graphics, AC: Evo could truly become the next big sim-racing hit.

A copy of the game for review purposes was provided by the publisher 505 Games