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News Assetto Corsa 1.3 & Dream Pack 2 release October 8th

Discussion in 'News' started by noorbeast, Oct 2, 2015.

  1. Avenga76

    Avenga76 Well-Known Member

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    Yeah, I don't think you would notice much difference on the G27.

    Direct drive wheels have a much higher resolution so before it was like watching standard definition on a 4K tv and now it is like they have upgraded the signal to 4K.
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  2. Archie

    Archie Eternal tinkerer

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    Just a quick AC related question....
    Has anyone worked out a way to use keys, rather than the mouse, to make selections and start races?
  3. Blame73

    Blame73 Well-Known Member

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    I have the G27 and I can feel much difference
  4. Avenga76

    Avenga76 Well-Known Member

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    Not that I know of.

    I long for the day when AC has VR menus and keyboard menus.
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  5. bsft

    bsft

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    Yes , I had a few races tonight and yes, the FFB for the G27 is better.
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  6. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I am pretty disappointed at the lack of VR interest by Assetto Corsa devs, the future in not looking promising: https://www.reddit.com/r/oculus/comments/3o0pok/assetto_corsa_1_3_update_still_no_07_runtime/cvt45lq

    Summary:
    Quotes from the lead developer, posted at the end of September.

    On current support - "We'll not remove the code but we won't actively check that it's still working either.. so if some changes are made to the graphics engine and these break VR we won't really go and fix it. "

    http://www.assettocorsa.net/forum/index.php?threads/oculus-rift-and-1-3.26769/#post-547552

    On supporting 1.0 - "It'll depends on the availability of a dev with time to have a look at it. I am not really into these stuff so I don't personally work on it, I did the very first Oculus implementation and I hated every minute of it."

    http://www.assettocorsa.net/forum/index.php?threads/oculus-rift-and-1-3.26769/page-2#post-547952

    On Vive support - "no plans whatsoever for the time being and the foreseeable future."

    http://www.assettocorsa.net/forum/index.php?threads/htc-vive-dev-signups-are-open.23392/#post-549943
  7. Blame73

    Blame73 Well-Known Member

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    I think it's already a miracle what this small Italian team has achieved in a pretty small time too. I think they were 15 or maybe less till a few months ago, and surely less in the beginning. Surely not EA, not even close to.
    And when such a little team spend even only one person building on an SDK to implement Oculus, and then they totally change it... it's not that you've wasted your time (money) but we're almost there.

    I bet they're waiting for a final SDK to restart building on it. Or maybe they're looking for another partnership, who knows?

    I too hope that with the final release of the VR actors we'll see some news, specially cause I'm pretty sure I'll go with the one they're gonna support
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  8. Nick Moxley

    Nick Moxley Well-Known Member

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    Once CV1 is out with a (Not gonna change for a while SDK) , they WILL make it work in due time, Trust me.....If not there will be Guys with Pitch forks on their way to the Philippines and to the Italian office at Vallelungna.
  9. Avenga76

    Avenga76 Well-Known Member

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    Man, that sucks about the VR support because it is one of the best VR experiences.

    Speaking of VR and AC, I have 2 problems.

    1. Inside of the car brightness. I have heaps of problems with the brightness and auto exposure in cars. I have tweaked the ini files so it is better but some cars are still too dark inside. For example I am doing the career and I am up to when you need to use the Xbow. Even though it is an open top the inside is so dark that I can't see any detail. Compare this to project cars which has no brightness problems.

    2. The head tracking seems a bit more jerky now. When I am getting bumped around by heave on my simulator the head tracking seems more jarring, I am getting a constant 75fps so it is not that. It seems a lot smoother in a Project Cars.

    Speaking of Project Cars. Do you find it you clip through the roof on a lot of tin top cars? Like you can always see a slither of sky through the root at the top of your vision. BMW M1 is a good example. I find that I need to almost stand up and inch or so above my seat when I recenter so when I sit back down my head is low enough to not clip. I find that AC is so much better for not clipping, almost every car in AC is sweet but in Project Cars I have problems with most tin tops so I stick to open top cars. BTW the atom V8 in Project Cars is a blast to drive with VR
  10. bsft

    bsft

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    Ive got an idea!
    ...........Plug in a screen and go play a game.....(remember those rectangular things? Like the one you watch the news on in the living room?)
  11. Avenga76

    Avenga76 Well-Known Member

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    Do you mean those rectangular things that I use to launch the game with? I have 3 of those things, all they seem to do now days is block my head tracking cameras view.
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  12. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I am guessing you mean these AC Rift tweaks: http://www.xsimulator.net/community/faq/tweak-assetto-corsa-for-the-oculus-rift.155/

    Initially the AC update broke the old trick of using using page up and down to tweak brightness for individual cars, but it works for me after the latest small update I got today.

    For me the biggest loss is the AC update broke SweetFX for me.

    I hope @Nick Moxley is right and the AC devs actually fix VR support, as it is one of the most awesome experiences when combined with motion. However I know that stabilising VR SDKs is actually a long way off, even after there are consumer releases from Oculus and Valve as there is still much hardware and software changes that will be needed to get VR to 4K resolution or better, increase the FOV and address a raft of other technical and practical issues. Without strong dev commitment to VR the future looks a bit iffy for AC fully exploiting the potential of VR.
    Last edited: Oct 11, 2015
  13. Avenga76

    Avenga76 Well-Known Member

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    Yeah, I started off using the [AUTO_EXPOSURE] ENABLED=0 and the page up/down but then they broke that so I turned the auto exposure on but limited the Min/Max and Target auto exposure settings in the ppfilters and the HDR min/max in the lighting config file.

    I can get it better in most cars but I wish they would make the different in brightness less like in Project Cars. I get what they are trying to do by mimicking how the human eye deals with exposure and overly bright and dark areas but it doesn't really translate on the rift.

    It is good that they have added back in the page up/down again.

    For SweetFX, have you updated the DX11 DLL file to the 64bit version? You need to do this and then SweetFX should work. It was working for me last night on 1.3

    They have the 64bit DLL here http://www.assettocorsa.net/forum/i...assetto-corsa-win-7-8-0-8-1-compatible.11822/
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