Assetto Corsa EVO 0.2 Update (Steam)
RELEASE DATE: 7 MARCH 2025
GENERAL
Added Circuit of the Americas - GP and National layouts
Added Donington Park Circuit - GP and National layouts
Added Alfa Romeo 75 Turbo Evoluzione
Added Alfa Romeo Giulia Sprint GTA
Added Lotus Exige V6 Cup
Added Honda NSX-R (92R)
Added Maserati GT2
Added Mazda Miata (MX-5) NA
Added Porsche 911 Turbo 3.6 (964)
The Gameplay has been altered so players can play in Career or Open mode
Career mode will be the previous progression mode without any backend dependency on gameplay flow
In Open mode, the dealership is an open source of cars for customizing and adding them to the player's local garage. There is no limitation to access and customization options
Open mode also persists on locally customized and saved cars
The "All Cars" button in Open mode car selection allows quick selection of all cars in-game, also moving them into the garage if the player would like a customized example
Initial startup prompts the player to create a profile and select the desired mode. After that, they can switch between the modes at any time
Please note that Special Events still require an online connection
PHYSICS
Re-enabled fuel and battery consumption
Re-enabled gearbox damage
Lambo and Lancia car data fixes and tweaks
Fixed electronics setup settings not transferring to the track
Work on the dynamic track physics-graphics relation and updates
Handling and setup updates to the Camaro ZL1 and ZL1 1LE variant
Fixed gear shift audio event for automatic gearbox
UI
Added input filters to vehicles UI pages to listen to appropriate functions on each given page
Fix for flickering caused by the thumbnail creation on a car purchase
The controls page now has an input poll, solving the UI input filtering.
Controls page cancel button
Fixed in-session controller navigation issues
Fixes to controller navigation and focus in showroom controls
Localization updates for all languages
Added soft configuration to the controls page so it responds without applying
Car customization: reject rim design on pending design mismatch (fixing entry duplication)
Fixed Fuji track preview images gone missing in some cases
Video settings tooltips
Fixed invalid laps being displayed as best lap in timetables
Fixed a VRAM leak caused by the UI engine, causing degraded performance over time
Fixed issues with input devices not being sent to the UI and other input-related woes
Slider - keyboard/controller control for dual handle sliders
Game mode – toggle-button height adjustment, start position slider visibility correction
Forced UI confirm and cancel to On Release to simplify input binding
Fixed the car flickering on the radar
UI: paint shop - mismatch protection for rim selection due to unresponsive game client
Race weekend and grid customization are enabled
Replay gallery enabled
New weather preset icons
Car thumbnails updated capture scene with contact shadows and adjusted spacing
Showroom: fixed dash display turning off when customizing rims/parts on a car
Pitstop timer on HUD
Implemented car setup load/save/delete
Improvements to the radar widget
Added black curtains on transitions
The car controls widget has been added to the Main Menu
Track selection maintained between game modes (when possible)
Fixed predicted/delta finish line spikes
GAMEPLAY
Added Open/Career modes
Career mode flow is now independent of the backend connection
Added "remove vehicle" functionality in Open Mode Garage
New Custom Grid logic and page with car categories - ICE, EV, hybrid, and Performance Index (PI)
Several fixes in pit limiter usage and acceleration/braking
Fixed special event starting time going forward, with the time spent in the menu
Removed randomization of the grid on session load
Fixed bug in track limits causing AI opponent to drive zig-zag lines
Improved pitlane exit spline -> ideal line transitions
Fixed end-of-session timers
Ideal line: changed the coloring to be more helpful for inexperienced drivers
Fixed Suzuka East using the wrong pitlane spline
Fixed Suzuka East track limits through T1
Crowd density depending on the session: in order: practice, warm-up, qualify, race
Improved OEM opponent car color randomization on the grid
The black-orange flag now resets on restarting a session
Adjusted timelines for BH, MP, Fuji, Suzuka according to real-life finish lines
Improved pitbox visibility, now reflecting status with the hologram color
Improved automatic wiper speed levels, now better adjusting to the actual amount of rain on the windshield
AI
The Quickrace/Race Weekend UI offers improved control over the AI setup, including a range slider for the general AI skill used to select the driver opponents.
As preparation, we introduced the "Opponents Behavior" control, replacing the "Aggressiveness" sliders from previous titles. Currently, only the default "Safe" behavior is selectable, which is the known algorithm and behavior with fairly safe settings.
Fixed AI cars being teleported to the pit at the end of the session
Fixed a bug where the AI could be dragged into the pit exit zones
Fixed offset bug on pitlane spline, causing AI drivers to not center the pitlane
AI drivers have improved wall awareness in pitlanes now
AI cars will not ignore cars standing (i.e. on the grid)
Fixed cooldown for AI behind the player
Pitlane spline exits are now merged into the ideal line at runtime, reducing violent steering
Pitlane spline entries are now forked from the ideal line at runtime, reducing violent steering
Increased precision, especially for the tendency to cut corners
Updated all car and track base information and fine-tuning
Fix for immobilized AI cars when restarting the session
Fixed AI cars taking too long as the race starts
Fixed AI cars braking too late for the pit entry
Fixed AI cars revving through pit stops
Improved AI race start behavior
Improved braking calculation
GRAPHICS
ENHANCEMENTS
Returned all current weather settings for all tracks, resulting in a less foggy overall look, better horizons, and dawns
Tree material enhancements
Mirrors rendering now shows opponents' shadow decals
Car dirt effects enabled
Fuji visual updates
Brands Hatch visual updates
Suzuka visual updates
Mt Panorama visual updates
Tweaked the visual ride height of several cars
Adjusted VW Golf 8 rim offsets
Global VRAM optimization
Updated Ferrari 296 GTB and Audi RS 3 dash display
Adjusted simple car mirror capture areas
Light stage now auto-opens popup lights
Wiper vignette effect is now a gradual effect per rain intensity
Enhanced Filmic AA options - improves visuals for objects with sky backgrounds, such as trees and wires
Texture streaming priority (to prioritize certain environment textures, such as Fuji Mountain, to always load first)
Sun shadowing on directional shadows and smooth fog-based volumetric booster
Auto-disabling of the mirror in multi-mode now respects which side the driver is on (with the center-positioned driver, no mirror is disabled by default)
V-sync now ignores the gameplay frame limiter
Switching to VR or triple screen mode no longer disables DLSS
Improved shadow culling heuristic at dawn and sunset
Removed the ideal line from the mirror rendering
Removed jittering from non-MSAA filmic pass
Dash display, emissive, auto-adjustment to take into consideration overcast conditions
Column-mounted shifter paddles are hidden when the steering wheel is hidden
Tweaked visual tyre flex effect
VR
Added VR TV camera set
Mirror capture mode now defaults to "dynamic" in VR
Runtime changes of video settings
Enhanced reflections
Added DLSS
New grass type (global)
Fixed black glitch at the horizon
Idle-screensaver sequence disabled in VR
TRIPLE RENDERING
Fixed clustering issues caused by the addition of the "mono view on triple" feature
Added DLSS capabilities
Reworked world matrix calculations to resolve positional issues
Fixed volumetrics day-night transition
Fixed shadows popping
Fixed marshall animation
Fixed black glitch at the horizon
OPTIMIZATIONS
Optimized z-prepass
Optimized mirrors and cubemap rendering
Optimized loading times
Reduced VRAM usage after loading
Optimized global illumination memory footprint
Optimized tiled culling
UI platform and VRAM usage optimizations
Main menu UI textures are now compressed and sometimes shrunk, 10x texture memory save
Dash display textures now compressed, approximately 50% texture memory save
FIXES
Fix for diagonal line on the UI pages in VR and triples
Fix for marshals occasionally becoming frozen
Fixed blurred shader functions (tyre, rim, disc) not working in reverse
Fixed stuttering during gameplay
Fixed undercar fake shadow disappearing above a certain number of opponents
Fixed the previous car's reflection image visible on disabled mirrors
Fixed the dancing clouds issue
Fixed sss denoise unshadowing factor
Fixed hero shadow resolution with experimental shadow
Fixed replay shadow for focused car
Fix the rims jittering with DLSS
Fix for dynamic thumbnail inconsistency depending on sky type in the source showroom scene
Car and windshield dirt and damage states are reset on return to pits - bodywork dirt resets only on session restart
Fixed for internal raindrops going sideways on rear windows
TV cameras are now paused when the game or the replay are paused
Fixed AMD glitches
Improved the shadow of drivable internal cameras
AUDIO
Fixed the ABS indicator sound on the Lancia
Restored the old default audio device when the audio has fallback to another device
Removed ramp volumes on the audio changing options
Improved backfire logic
General fixes on volume and distance
Bodywork is muted when teleporting
Fading on scene loaded, and player teleport
New sounds for Lancia Delta HF Integrale EVO II
Doppler effect for some audio events
Increased volume distance for turbo sound on exterior cameras
Better distance scale and audio positioning for opponents
Opponent volume for turbo and backfire