Gameplay FAQ
What physics features can we expect in AC EVO?
Improved Suspension Damping and Bump Stops Simulation
We developed a new method to simulate how race cars' suspensions absorb bumps and shocks.
Adjusted Tire Model Parameters
We fine-tuned the tire models to better match real-world data and feedback from real drivers. This means that our simulation reflects how tires behave on the track more accurately.
Simulated Various Suspension Types
We can now simulate additional types of suspension systems, like torsion beams and swing arms. This allows us to analyze how each type affects a car's handling and ride quality.
Developed Car Production Tools
We built tools that give a complete overview of the factors affecting how vehicles behave on the road.
These tools help us to recreate cars that are more accurate and enjoyable to drive.
Modeled Different Drivetrain Systems
We can now model various types of drivetrain systems, including electric, hybrid, and advanced all-wheel drive setups.
Enhanced Solution Accuracy in the Multibody Solver
We've improved the accuracy of our multibody dynamics solver, which is a tool that models how different parts of a car interact. This leads to more realistic simulations of vehicle behavior.
Dynamic Track Simulation
We created a simulation of race tracks that accounts for changes like rubber buildup from tires and rain.
What graphical features can we expect in AC EVO?
EVO is powered by a new DirectX 12 graphics engine developed by KUNOS Simulazioni that has been specifically designed for racing applications.
From a technology perspective, this allows for:
Native resolution up to 4K
HDR
Complete VR support for a wide range of headset platforms based on OpenXR
Triple screen support
Nvidia’s DLSS 3 support
AMD’s FSR 3 support
This new engine leads to a next-generation visual experience with significant improvements in realism and overall immersion.
Full dynamic weather system and day-night cycle
Dynamic Global illumination
Physically Based sky with volumetric 3d clouds, fog, and shadows
Dynamic rain model
Photorealistic automotive rendering
Physically accurate car paint and interior materials with PBR
Ultra-high definition 3D models and texturing
Functional unique car elements (gauges, dashboards, lights, etc)
Fully animated models (doors, trunk, hood, wipers, shifter, pedals, etc)
Dynamic environmental effects (rain wipers simulation)
Dynamic visual tire effects (deformation, dirt, flat spotting, and wear)
Ultra high-definition driver model with realistic driving animations
Multimirror
Tracks and environment
Real Tracks circuits based on Laser Scanning and photogrammetry
The Eifel area was created based on real LIDAR data and photogrammetry
Full PBR Materials with photo-scanned textures
3d trees with photo-scanned ground vegetation
Living crowds and peculiar race elements (marshalls, semaphores, etc.)
Physically simulated track rubbering and wetness effects
Scenographic showrooms and interactive locations
We can see there will be day and night cycles, rain, and other new features. What can players expect in terms of immersion?
There is a fully dynamic 24-hour day and night cycle, which is determined not only by the time of day but also by the geographical location of the driving locations and the month of the year. Sky coverage will also affect lighting on track in real-time, since clouds are not a texture in the skydome, but are fully procedural meshes that generate shadows on the ground modifying the intensity of light and the shadow areas.
All this is visually perceptible, improving not only the driver's effectiveness but also the sense of immersion in the race.
How is the weather in AC EVO and how does it affect to the handling?
Weather will be fully customizable, in terms of sky coverage, precipitation, wind direction and speed, fog density, and more. The dynamic track determines not only the dry/wet state of the track but also the grip on the asphalt affected by car trajectories: the more cars pass on the same trajectory, the more it "rubbers in", increasing grip, especially in corners. This is well represented by the visuals, so the driver can also see where the track is drier or rubberized.