Assetto corsa competizione xbox Pc#When playing Assetto Corsa Competizione on PC I have set the graphics so that I get about 80 steady frames per second and would like to say that it is my limit, for the game to feel as good as it possibly can. To be able to reliably simulate tyre behaviour and via what happens in the digital rubber send thousands of small messages to the steering wheel in the form of hyper-detailed force feedback, it requires a game of this type to roll at least 60 frames-per-second, I would say. The conversion work here has been done by British developer D3t Limited and it is here that the whole project looks to have come apart at the seams in a way that I have not seen for many years. Or at least it's a brilliant racing game on the PC. Laser-scanned tracks, a fresh menu system, a new sound engine with newly recorded engine audio, and a new online setup were all added and, by the end, Assetto Corsa Competizione was a brilliant racing game. Epic's well-used engine is not commonly used in this genre, which meant that Kunos, despite the finished rendering tools and systems for texturing and lighting, had to work on the physics and other vital elements simply to tweak the engine enough for it to be able to simulate today's GT3 cars and race them. Fast forward a few years and 13 months ago, Kunos released a follow-up, based solely on GT World Challenge racing.Īssetto Corsa Competizione is based on Unreal Engine 4, while Kunos' debut title was based on proprietary graphics technology that, according to the team, cost many millions of dollars to develop. Assetto corsa competizione xbox driver#However, when a tiny 18-dev strong Italian team called Kunos Simulazioni, with racing driver Marco Massarutt at the wheel, released Assetto Corsa a little over six years ago, it quickly became one of the sim racing genre's shining stars and a title that challenged the elite inside the genre from day one. Difficult, demanding analysis of tons of data mixed with delicate guesses in a world where the most committed players go nuts over the smallest things. It is, as I said, a very hard nut to crack. For years, Slightly Mad Studios has been criticised for its tyre physics feeling as if they "float" on top of the tarmac rather than the tyre really grabbing the surface, while the Iracing team's super experienced veteran Dave Kaemmer has been severely criticised by the community for making that game's tyre model uncompromising. It's hard work.ĭata analysis is not enough, however, and this is where the guesswork comes in, because it is as much about deciphering and reading real data as it is trying to guess at the various parameters that help create the feel of driving, and here comes the big difference between different racing simulators. Assetto corsa competizione xbox how to#Then we have the slip-angle how much grip there is at a tyre's absolute limit and how to simulate this and send detailed feedback to the player on exactly where the tyre is in terms of slip. Hot air expands, of course, takes up more space than cold, and this naturally affects the tyre tread and how they perform in general. First, you need to collect great amounts of data from one of the world's leading tyre manufacturers, data originating from the racing world and that is also distributed to various racing teams to be analysed and thus help them set their cars up even more precisely in relation to what is happening on the track. And even though all serious gaming studios work in pretty much the same way, the results are often wildly different. However, very few developers have succeeded in creating realistic tyre physics. Despite this, there are plenty of developers including console-focused studios such as Polyphony Digital and Turn 10 that, over the years, have been skilled at simulating accelerating mass, inertia, momentum and how the suspension on a racing car behaves.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |