Assetto Corsa EVO 0.9 Update (Steam)
RELEASE DATE: 26 AUGUST 2026

CONTENT
Audi R8 LMS GT2
Audi R8 V10 performance quattro
Mazda RX7 FD Spirit R (Type A)
MULTIPLAYER
Fixed a crash on server disconnection
Fixed admin commands being sent twice to the server
Fix for player receiving a duplicated race number when rejoining a server with a custom number
GAMEPLAY
Fixed suspension repair also repairing car body damage
Global CPU-side optimisation work
Fix for raindrops left on windshield after exiting a rainy session
Fix for dash display on HUD disappearing in certain scenarios
More gameplay code refactoring
Fixed an issue that prevented custom external livery from being applied on a customised and saved user car
During a race session, returning to the pit will now penalise the player also when they are in pitlane - this is a fix for the player being able to skip time in pit after teleporting back to pit from near box
Added damage rate in assist settings (SP)
Mandatory pitstop requirements implemented - it will be an MP feature for the time being
Launcher updated too, pit window is selectable in timed races above 20m of session length
Online leaderboards with hotlap/hotstint events
Added Special Events
For Hotlaps, you will be able to select drivers around you on the leaderboard via the MFD and drive against their delta. Your own reference in the Delta widget will be replaced when another player is selected.
For Hotstints, the same logic applies, but instead of replacing the delta, you will be seeing total gaps to the people around you crossing each sector line. So you will have more real-time feedback on how the stint is going, which is more engaging than only waiting for the total time.
Both event types have a new optional function: Limited Attempts. This means that you can practice for an event as much as you want, but you can only have X number of recorded attempts that will be tracked by the leaderboard, to increase the pressure of such an attempt and recreate a more race-like situation.
Hotstint leaderboards now show the storyboard data for selected entries once the selection event is triggered
PHYSICS / HANDLING
Updated tyre model for racing slicks - deployed on GT racing cars
Fixed some issues with AWD clutches
Fixed AWD not respecting various lock controllers
SF25 wet setup now defaults to wet tyre and not inters
Fixed GT3 RS launch control rpm
Improved LSD differential simulation
Added LSD friction faces to car setup
Throttle model improvements on newly released cars, to be expanded to all content in continuation
INPUT/CONTROLS
Optimisations in the input system
New default input definitions
MFD page defaults to leaderboard in SEs
FFB device recovery on disconnect/alt-tab (DirectInput, Fanatec, Logitech, Thrustmaster). Expected: FFB comes back by itself within ~1 s after alt-tab, USB unplug/replug, or base power-cycle.
TrueForce/FullForce audio: FullForce DSP now uses the filtered signal with clamp; Logitech TrueForce gets a 350 Hz low-pass, gain from settings, and DSP reinit when the wheel handle changes. TrueForce now survives reconnecting.
FFB output shaping: added linearization LUT loaded from file.
LUT file: ffb.lut in the game's SavedGame folder, input|output per line.
FFB shaping fixes
Fixed a reconnection recognition issue with Fanatec devices
Fix for automatic shifter not being functional when H-shifter inputs are set
RENDERER/GFX
Renderer optimizations
Wind now has graphical representation
Fixed shadow factor gone missing on windshield effects
Added temporal dithering that works better with DLSS and FSR
Shadow receiver culling optimization. Expected result is that shadow now costs less than before. Availabe only in mono view.
Vehicle/cockpit cubemaps and mirrors optimization
Windshield material optimization
Exposure fusion added: a new feature that mimics how the human eye sees compared to a camera
Updated the View Settings page to allow users to modify their exposure bias, exposure fusion, and post-processing presets directly on track with live preview of changes taking effect in the background
Fixed TV camera jitter during replays/broadcast footage