The delayed, and expanded, 0.2 update for Assetto Corsa EVO is here for those who own the early access version on PC.
Released today, 7th May 2025, the full changelog is listed below, but the main headlines are, naturally, seven new cars and two new tracks.
However, perhaps more important are the notable claimed changes to the underlying fundamentals, which have required a progress reset – say goodbye to that completed Drivign Academy…
Chief on our list of complaints with the initial build was irrational AI-rival behaviour. The update notes suggest that “increased precision especially for the tendency to cut corners”, which previously has lead to some comical clips for social media use.
A raft of graphical enhancements have been added too, such as more life-like wiper animations, global VRAM optimisation and mirror rendering. The update is also claimed to bring an increase in triple-screen and VR performance.
When setting up a race, there are greater (and clearer) weather options and the ability to formulate a customised grid.
Perhaps the most dramatic change will be splitting the main game modes into two: Career and Open. The former with the currency, XP and academy progression, the latter an open sandbox.
Not all features are included at this stage, but this ‘refactoring’ lays the foundation for offline gameplay, with special events and the upcoming multiplayer the only exceptions.
Further cars, tracks and features, such as online multiplayer, free-roam and modding, will arrive in later updates.
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 that players have a choice to 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 has persistence on locally customized and saved cars.
“All Cars” button in Open mode car selection allows quick selection of all cars in game, and 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 online connection.
Physics
re-enabled fuel and battery consumption
re-enabled gearbox damage
Lambo and Lancia cardata fixes and tweaks
fixed electronics setup settings not transferring to track
work on 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 car purchase
controls page now has an input poll for itself, 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 controls page so it responds without applying
car customization: reject rim design on pending design mismatch (fixing entry duplication)
UI: fixed to Fuji track preview images gone missing in some cases
UI: video settings tooltips
UI: fixed invalid laps being displayed as best lap in timetables
fixed a VRAM leak caused by the UI engine causing degrading performance over time
fixed issues with input devices not sent to the UI and other input-related woes
UI: Slider – keyboard/controller control for dual handle sliders
forced UI confirm and cancel to OnRelease to simplify input binding
fixed car flickering in radar
UI: paintshop – mismatch protection for rim selection due to unresponsive game client
race weekend and grid customization 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
car controls widget added in main menu
track selection maintained between game modes (when possible)
fixed predicted/delta finish line spikes
Gameplay
added Open/Career modes
Career mode flow now independent of 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 time spent in menu
removed randomization of grid on session load
fixed bug in track limits causing AI opponent driving 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 wrong pitlane spline
fixed Suzuka East track limits through T1
crowd density depending on the session: in order: practice, warmup, qualify, race
improved OEM opponent car color randomization on grid
black-orange flag now resets on restart session
adjusted timelines for BH, MP, Fuji, Suzuka according to real life finish lines
improved pitbox visibilty, now reflecting status with the hologram color
improved automatic wipers 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 Behaviour” control, which will replace the “aggressivness” sliders from previous titles. At the moment, only the default behaviour “safe” is selectable, which is the known algorithm and behaviour with fairly safe settings.
fixed AI cars being teleported to 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 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 finetuning
fix for immobilized AI cars when restarting session
fixed AI cars taking too long at the race start
fixed AI cars braking too late for the pit entry
fixed AI cars revving through pitstops
improved AI race start behaviour
improved braking calculation
Graphics
[Graphics] Enhancements:
retuned 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 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 mirror in multi mode now respects which side the driver is on (with centre-positioned driver no mirror is disabled by default)
vsync 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 ideal line from mirror rendering
removed jittering from non-MSAA flimic pass
dash display emissive auto-adjustment to take into consideration overcast
column-mounted shifter paddles hidden when the steering wheel is hidden
tweaked visual tyre flex effect
[Graphics] VR:
VR: added VR TV camera set
VR: mirror capture mode now defaults to “dynamic” in VR
VR: runtime changes of video settings
VR: enhanced reflections
VR: added DLSS
VR: new grass type (global)
VR: fixed black glitch at horizon
VR: idle-screensaver sequence disabled in VR
[Graphics] Triple Rendering:
triple: fixed clustering issues caused by the addition of the “mono view on triple” feature
triple: added DLSS capabilities
triple: reworked world matrix calculations to resolve positional issues
triple: fixed volumetrics day-night transition
triple: fixed shadows popping
triple: fixed marshall animation
triple: fixed black glitch at horizon
[Graphics] Optimizations:
optimize z-prepass
optimize mirrors and cubemap rendering
optimize 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
[Graphics] 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
fixes stuttering during gameplay
fixed undercar fake shadow disappearing above a certain number of opponents
fixed previous car’s reflection image visible on disabled mirror
fixed dancing clouds issue
fixed sss denoise unshadowing factor
fixed hero shadow resolution with experimental shadow
fixed replay shadow for focused car
fix rims jittering with DLSS
fix for dynamic thumbnail inconsistency depending on sky type in 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 movement is now paused when the game or the replay are paused
fixed AMD glitches
improve shadow of drivable internal cameras
Audio
fixed ABS indicator sound on the Lancia
restored the old default audio device when the audio has fallback on another device
removed ramp volumes on audio changing options
improved backfire logic
general fixes on volume and distance
bodywork muted when teleport
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
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