Opinions on Assetto Corsa Physics (1.4)

I'll add my 2 cents. There is a big difference between a developer like ISI and Kunos. ISI probably does not make a huge profit form rFactor 2. As far as I understand rFactor Pro is their main source of income, so they could allow themselves to not target a broader audience, not be on Steam until recently and not add a ton of flashy Ferraris to fuel the sales. With Kunos and other devs it's a different story. They a have one product, which they still have to work on. They need to pay the people who work for them every month, so they need a source of income like DLCs and going for the console audience. In a perfect world (around 15 years ago lol), you would make a game, release it, make 2 patches to fix that odd font bug one guy is having and maybe improve FPS for the other guy that still uses this old Radeon card, than maybe make an Addon and move on to make the next game.

Unfortunately, nowadays games are more complex, take longer to make and are generally more expensive in that matter, the awareness of the public is greater (especially the sim-focused public), so they are more picky and complain a lot more (forums, comments, twitter and metacritic), so you need to constantly improve what you released. But at the same time, you have to pay the people who work for you. This is especially hard, when customers find bugs, announce them and further sales are in jeopardy, unless the bugs get fixed. And you still need to pay your team of programmers, graphic and sound artists etc. If you don't pay them, or pay them little, they will quit to work for someone else. AND THAT is also a big issue that is often overlooked.

I come from flight-sims primarily and you know what the big problem with these games is? People think that if the dev get more money they can hire a bigger team and produce a better product... Wrong! Because in order to do so, you need not only programmers, but programmers who know about flight physics and there is not many guys around who can both write code and be aeronautical engineers at the same time. I would assume that with racing sims it's the exact same issue. You can hire more coders, but how many of those will understand how tires and suspension behaves and can put that into you game?

Consider how many devs make racing sims... There is ISI, Kunos, SMS, Sector3, maybe Codies? ISI probably has the most experience, because rFactor Pro. Kunos is around 23 people and that included graphic artists, sound artist and I guess only Stefano is writing physics code. If it was as simple as the number of coders than we would have a crapload of quality mods for any given sim. But unfortunately, these people need to know what they are doing.

I'm not going to defend Kunos here, but I understand the situation they are in. It could also help, if the community would understand how this works and how being overly critical can turn the situation around and slap you in the bum.

Let me tell you a flight sim story. Back in the 90's flight sims were the hype. You had a ton of games to play and noone complained. But at some point 2 games came out. Falcon 4 and IL-2 Sturmovik. Both surpassed what anyone expected and murdered the competition. Everything else was arcade and the public wanted more. So the Falcon guys went out of business because the costs exceeded the profits and only thanks to the code being leaked and some talented people it lives on as BMS and is still unrivalled due to some features like the dynamic campaign. IL-2 on the other hand lives as something that is frowned upon. The devs decided to make a more realistic sequel and failed due to constant delays and problems with the engine, physics and so on. Cliffs of Dover eventually released in a broken state and only thanks to moders it's sort of playable, with online focus and... one server... with around 60 people on it. And those are all the 60 people who play it. When IL-2 Battle of Stalingrad released last year it lacked many core features like a proper SP campaign, maps and planes. Realism increased, but there is only several flyable planes compared to over 200 in IL-2 1946 and still most hardcore fligh-simmers hate it like the plague, because no campaign, no clickable cockpits, Russians OP and the works. There is also DCS which is getting better, but one plane costs around 50 dolars, it's in constant beta, and you can hardly count on even having a theatre to properly fly in (P-15 Mustand over moders Caucasus, yeah right). Also due to a more complex nature of the simulation, fewer people can get into it - you need to buy a HOTAS (joystick) which is either from Saitek/Mad Catz and is crap and breaks after 3 months and costs the same as a G29 or you can go Thrustmaster with prices around the same around as a T500. Mostly the hardware is out of stock though, so yeah. Add to that the fact that you need to read a 700+ page manual to fly the plane you bought (because realism or GTFO) and than learn to actually fly and use the proper tactics (about 6 months if you have a lot of free time) and the picture is... not very bright. And the funny thing is, there are still people who play the old IL-2, mod it and so on and... they are regarded as arcade kiddies, because people had read stuff, how broader knowledge on the subject and now know the physics in this game suck. What actually keeps this whole community going is the arcade stuff like War Thunder and the latest space sims, since people buy joysticks for it.

My point here? Don't bash the Assetto Corsas, Forzas and CARS, these are the games that bring new people to the hobby. Out of 100 guys who buy Assetto on console, if 3 consider the physics below their expectations and look for something better... like rFactor 2. Also out of those 100, probably around 80 will buy a wheel and thus tell Fanatec or Thurstmaster that it's still worth to produce those instead of switching to making gamepads.

Personally, I am disappointed with Assetto Corsa, but still enjoy it quite a lot, but I am not a hardcore virtual racer. If going console helps them gather the money to keep the game going, that is fine (though as a gamer in general, I think they have no idea what they are doing, if they think they can compete with the likes of Forza) It's also worth mentioning that my Virtual Squadron lost 2 members last year to iRacing... I played it around summer for some time, tapped the brakes during a high speed corner and my first thought was "I would have spun out 3 times in rFactor at this point".
 
S'true, people tend to get the uncanny valley reaction to things that don't behave quite as they expect. iRacing and rFactor2 have an almost totally transferable skillset due to similar advanced physics but throw that same person in to Forza or GT5, and things will be close enough to be familiar but different enough to be off-putting. The car gives them enough that instinct and memory kicks in and they wait for the car to slide a certain way or to react to a bump a certain way and in these less advanced titles... it just doesn't.

It's an understandable phenomenon and it's particularly easy to spot when you realise that a good chunk of people who dub themselves hardcore sim racers will gladly sit down and enjoy some Mario Kart or similar. It may be a very basic racer but because it makes no stabs at realism there's not that uncanny valley feeling of something lacking or imperfect.

So to us a game like GT, Forza or Codemasters F1 might feel wrong or unappealing, (might, that is) doesn't mean it's necessarily a bad game.

And hell, even if an argument could be made to a lack of expected realism making a piece of software like AC bad think of this - when in the history of racing has there been this little of a divide between more casual racers and hardcore simulations? As mmaruda mentioned these games can be a gateway to going in to straight up sim racing and that step is now a smaller, easier step than it ever has been. I once tried to introduce a friend who loved Gran Turismo to Grand Prix 3 and he was just lost. Can you imagine if he'd tried the hard-as-nails Grand Prix Legends? He had no idea how to get the car to behave and no idea what he was doing wrong. Stepping from AC to rF or IR requires far less adjustment.
 
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What has CM done for PC physics, all the Race Drivers and Grids, F1 2010 to F1-2015 , the Dirts ?

What we get Dirt Rally, sure fantastic visual and immersion nirvana but come on be honest, okay I will say it, the physics plain suck.

Ever since Toca Racing they have lost the plot.

and SMS I was just talking about the console money from ProjectCARS, they need to hire a new guy with fresh approach to engine and physics. Gjons don't grow on trees but...... at least I don't think they do !@! .... lol

It makes business sense in the end, you have 2 models one model makes a heap more money, what do you put resources behind ?

ISI Consoles would be the death of physics. Gjon could put his feet up slap out sad saggy arsed semi sims all day long. p

Say ....." sad saggy arsed semi sims" 3 times quick. p


Are you just writing for the sake of writing something and posting? Seriously. This follow up makes no sense. Why are you going on about their games from 2003 to now?
Who here claimed DiRT to be a "proper" sim? It's made to be enjoyable with ungodly grip and disappointing FFB.

Seriously, DD.
 
Are you just writing for the sake of writing something and posting? Seriously. This follow up makes no sense. Why are you going on about their games from 2003 to now?
Who here claimed DiRT to be a "proper" sim? It's made to be enjoyable with ungodly grip and disappointing FFB.

Seriously, DD.

Where did I refer to anyone I could be talking about Steam comments.

I am saying with all the millions they made from numerous console titles including years of F1 it
never helped make a better PC simulation game did it.

You say you want them to fix key things in PC version.

............and I hope Kunos does not slide down the same slope as other multi platforms like EA, SMS and CM, etc etc .................. something wrong with that. ?
 
My point remains. It's like you have arguments in your head and instead of keeping them in your head, you pop in the forum and post something completely non-sequitur.
 
Simmer down boys. This has been a very good thread so far. Let's keep it that way and avoid the personal attacks.
 
I am sometimes dumbfounded by the simracing community and their ever-present demand for perfection of every title out-of-the-box.
I am a flight simulator technician...that's my real job. It's what I do everyday for a living.
Simulators and simulation is a very, very complex business.
Newsflash: None are 100 percent perfect...never will be.
I fly a ten million dollar simulator everyday and it too is constantly being tuned to achieve as close to perfection as possible.
In the past ten months, I cannot count the number of engineering visits just to tune different sub-systems.
They're the AFCS engineers from auto-flight, sound guys, they're guys from eCLMNT for motion, they're DEV guys working behind the scene, just to name a very few.
It uses nine servers to input, relay and gather info...
There's a System file server, System computational server, Development computer, Sim input/output server, SRS server, Weather server, eCLMNT server, SND server and IOS server.... all doing what most game developers are trying to achieve on a regular household computer.
Give the Devs and modders a bit of credit... and understanding if some of the products still need additional tweaking by the time you get them.
I'm not saying you should not point out obvious things.
It's not good to continuously 'knock' them for everything you perceive as being wrong without first pointing out the good things.
 
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@Saabjock:

This is off subject, but I got to ask you, hope you do not mind.
I see many of DIY 6DoF motion setup for fly simulator. I like to have your opinions on this if possible.

1) HW, they commonly use 6 1kW motors, some one sell their own controllers. Ofc, the gearbox can be get easily too. Here is a video:
https://www.youtube.com/watch?v=Z84mFYEQy-E
do you think such HW setup is good enough? If not how much off from "pro ones"?

2) Sim, which sim, X-plan or Microsoft fly sim, in your opinion is best for such 6DoF motion setup?

3) SW, I see most people use X-sim, is this the best or other maybe better?

4) Screens, considering three large fixed project screens (not moving). Can we project the images on the screens which will rotate (moving) in according with seat moving, is this possible? Does any Sim SW do that? If so, this is a big plus since we do not need three monitors to attach the motion rig. Also, can X-plan or other Sim do offer such proportional view of angle for realistic (large scenes but with proper portion of cockpit view (not over blow)?

thanks

Joe
 
@Saabjock:

This is off subject, but I got to ask you, hope you do not mind.
I see many of DIY 6DoF motion setup for fly simulator. I like to have your opinions on this if possible.

1) HW, they commonly use 6 1kW motors, some one sell their own controllers. Ofc, the gearbox can be get easily too. Here is a video:
https://www.youtube.com/watch?v=Z84mFYEQy-E
do you think such HW setup is good enough? If not how much off from "pro ones"?

2) Sim, which sim, X-plan or Microsoft fly sim, in your opinion is best for such 6DoF motion setup?

3) SW, I see most people use X-sim, is this the best or other maybe better?

4) Screens, considering three large fixed project screens (not moving). Can we project the images on the screens which will rotate (moving) in according with seat moving, is this possible? Does any Sim SW do that? If so, this is a big plus since we do not need three monitors to attach the motion rig. Also, can X-plan or other Sim do offer such proportional view of angle for realistic (large scenes but with proper portion of cockpit view (not over blow)?

thanks

Joe

Lots of question there Joe....lol.
I tried taking a look at your video and while it was not very apparent, it appeared he was using some type of rotary actuator....again it was not clear to see.
He could greatly enhance his overall experience by using a 'black-out' curtain to shield light.
Our sims use linear actuators from Moog.
Most modern sims use either a 60" base or a 36" base. (base equates to the legs/actuators).
It's a very complex layout of the six actuators.
As to the visuals...we use three projectors in most fixed wing airplanes. One for channel one, two and three.
Re-fueling tanker sims can use as many as eight...helicopters even more.
The way images are projected is very complex.
They're not simply projected onto a screen.
There's quite a bit more involved and handled by the software to allow blending, color-correction etc....
As to which sim flying programs are best for 6DOF...I couldn't say.
I've casually played around with both but like X-Plane more.
 
Lots of question there Joe....lol.
I tried taking a look at your video and while it was not very apparent, it appeared he was using some type of rotary actuator....again it was not clear to see.
He could greatly enhance his overall experience by using a 'black-out' curtain to shield light.
Our sims use linear actuators from Moog.
Most modern sims use either a 60" base or a 36" base. (base equates to the legs/actuators).
It's a very complex layout of the six actuators.
As to the visuals...we use three projectors in most fixed wing airplanes. One for channel one, two and three.
Re-fueling tanker sims can use as many as eight...helicopters even more.
The way images are projected is very complex.
They're not simply projected onto a screen.
There's quite a bit more involved and handled by the software to allow blending, color-correction etc....
As to which sim flying programs are best for 6DOF...I couldn't say.
I've casually played around with both but like X-Plane more.

nice info...but i feel we wanna more indepth stuff...heheh;)
 
As far as I understand rFactor Pro is their main source of income

Pretty sure rF Pro was sold off many years ago. It is no longer an ISI product. If they're still getting an income from it, that's great, but it's not "what they do" today.
 
Pretty sure rF Pro was sold off many years ago. It is no longer an ISI product. If they're still getting an income from it, that's great, but it's not "what they do" today.

It's difficult to see through all the fanboy sleight of hand trying to imply F1 teams are driving rfactor physics. But looking at the rFactorPro site, it seems that rFactor Pro is a completely separate, British company, that uses an ISI graphics engine. It seems to be some kind of software architecture that allows professional racing teams (only) to import their car models and physics (and probably the kitchen sink) into it. I'm guessing (please enlighten me otherwise!) that there is virtually no information about physics or tire data etc. going from F1 teams back down to ISI in this arrangement.
 
I know this thread is physics, but I think ISI shoot themselves in the head a bit. Graphics and visual immersion must be a factor. Some bits of the ISI tracks look amazing, as good as anything. Other bits, tracks and cars, are franky horrific. The drivers in the open tops/wheelers, the marshalls look ridiculous. Some car interior details too. Silverstone compared to AC or Pcars' versions looks like a cartoon. If they could just improve the art work and make it look grown up rather than a cartoon, then it'd be somewhere people actually wanted to be.

I know most people here just don't agree. But it's jarring everytime I look at rF2 after other sims. Your heart sinks before you've even felt the physics. But as I say, there are moments - usually at high speed - when it looks as good as anything.
 
It's difficult to see through all the fanboy sleight of hand trying to imply F1 teams are driving rfactor physics. But looking at the rFactorPro site, it seems that rFactor Pro is a completely separate, British company, that uses an ISI graphics engine. It seems to be some kind of software architecture that allows professional racing teams (only) to import their car models and physics (and probably the kitchen sink) into it. I'm guessing (please enlighten me otherwise!) that there is virtually no information about physics or tire data etc. going from F1 teams back down to ISI in this arrangement.

http://imagespaceinc.com/software.php

isiMotor2 became the software engine used by most of the Formula One grid when various advancements and a further opened architecture led to rFactor Pro. This product, which continues to evolve, has become the leading software solution for racing teams and automotive manufacturers.

Taking what was learned from isiMotor2 and rFactor Pro, ISI began development of rFactor2, a huge step forward in the simulation of track, tire, weather and physics, with a newly improved graphics engine.
 
http://imagespaceinc.com/software.php

isiMotor2 became the software engine used by most of the Grand Prix grid when various advancements and a further opened architecture led to rFactor Pro. This product, which continues to evolve, has become the leading software solution for racing teams and automotive manufacturers.

Taking what was learned from isiMotor2 and rFactor Pro, ISI began development of rFactor2, a huge step forward in the simulation of track, tire, weather and physics, with a newly improved graphics engine.

But what does "using isiMotor2" actually mean? Does it mean they are using the actual physics or something else?
 
I know this thread is physics, but I think ISI shoot themselves in the head a bit. Graphics and visual immersion must be a factor. Some bits of the ISI tracks look amazing, as good as anything. Other bits, tracks and cars, are franky horrific. The drivers in the open tops/wheelers, the marshalls look ridiculous. Some car interior details too. Silverstone compared to AC or Pcars' versions looks like a cartoon. If they could just improve the art work and make it look grown up rather than a cartoon, then it'd be somewhere people actually wanted to be.

I know most people here just don't agree. But it's jarring everytime I look at rF2 after other sims. Your heart sinks before you've even felt the physics. But as I say, there are moments - usually at high speed - when it looks as good as anything.

Here's a comparison shot from Silverstone:

rF2:

View attachment 19154

AC:

View attachment 19155

ISI tracks are as good as anything imo, more detailed trackside objects than competitors, except for maybe iRacing. The graphics engine itself lacks some obvious features (DOF, sun glare, rain effects). Other than that I'm not sure how it could be much improved.
 
At max graphics settings, there's no comparison between rF2 and AC (or Pcars) on my PC (GTX 980/ i7-4790K)- apart from the frame rate! Which is odd. And it's not the physics calculations because turning down the graphics in rF2, and the frame rate shoots up. Would be an issue with the Rift should ISI decide to support it.
 
You get slowdown in rF2 with that system at 1920 x 1200? My graphically less capable system and slightly weaker CPU make mincemeat of it even in crowded fields. Weird.
 
I know most people here just don't agree. But it's jarring everytime I look at rF2 after other sims. Your heart sinks before you've even felt the physics. But as I say, there are moments - usually at high speed - when it looks as good as anything.

The biggest culprits of that immersion, in my opinion, are the trackside visuals. I think even the current lighting can be fine but the way the grass blurs and loses definition, and the "lack of depth" of objects, with varying shading, all combine for a look that separates you from the environment. 3D grass isn't necessary but when you see the iR and R3E tarmac and immediate trackside details, in any angle, static or in motion, it really jumps out.

[/Off-topic]
 
The biggest culprits of that immersion, in my opinion, are the trackside visuals. I think even the current lighting can be fine but the way the grass blurs and loses definition, and the "lack of depth" of objects, with varying shading, all combine for a look that separates you from the environment. 3D grass isn't necessary but when you see the iR and R3E tarmac and immediate trackside details, in any angle, static or in motion, it really jumps out.

[/Off-topic]

For me that is a issue with having really nicely detailed textures. As far as I know, there is no texture streaming type stuff going on, so you see a high res grass texture, at a low angle being on track, far away from the camera too. Results in a green mess, especially at speed.
Maybe if you had a really high resolution it would look better? Dunno
 
For me that is a issue with having really nicely detailed textures. As far as I know, there is no texture streaming type stuff going on, so you see a high res grass texture, at a low angle being on track, far away from the camera too. Results in a green mess, especially at speed.
Maybe if you had a really high resolution it would look better? Dunno

I have tried that DSR thing, and my native resolution is 1440p. I have run the game maxed out, it doesn't change anything. At speed or at rest, unless the camera is pretty much on edited chase cam or another trackside cam angled at a high º value, with clear visibility of sharp textures (like Atlanta), it won't be attractive. The iRacing grass and merging to the road is so good, as far as I know there's no 3D grass there so it can be achieved.
 
I have tried that DSR thing, and my native resolution is 1440p. I have run the game maxed out, it doesn't change anything. At speed or at rest, unless the camera is pretty much on edited chase cam or another trackside cam angled at a high º value, with clear visibility of sharp textures (like Atlanta), it won't be attractive. The iRacing grass and merging to the road is so good, as far as I know there's no 3D grass there so it can be achieved.

Yeah, I meant more along the lines of a super high res screen that could actually represent some of the high res texture when you see it from a distance. Thats where I've seen some games have lower quality and slightly more "noisy" textures in the distance, seems to give a better representation of the actual texture when its only on a small section of the screen.
Not making much sense here to me as I reread this, so my apologies XD
 
Oh, this silly graphics comparison again; coming up from a guy for whom gxf seems more important than physics.....

A friend of mine fires up pcars from time to time and invites me. For friendships sake I do some laps with him, so I have the A / B comparison.
For me rF2 looks far more natural and less "gamey", shadow/lighting is a blast!
If this is not the case for some people, they have wrong settings (both game and monitor) and/or a bad monitor! That´s all I can think of.
This friend does the same "rF2 looks like rF1"-moaning, but he has a crappy TV to game on. Seems that on crappy TV´s pcars looks better than rF2...
Over and out of this "discussion" that never should have came up (again).
 
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Some rF2 car/tracks models are quite good looking, however its not what bothers me. I dislike lightning/HDR implementation/grey shade of rF2 a lot which creates a picture of ugly/lifeless/colorless autumn day(?) (which is in fact a realistic scenario). Some tracks look nicer though. If I had a choice of a sunny/nice/colorful summer day (which is also a realistic scenario) I would easily choose it over something that might give a depression.
P.S. I am not talking about pCars like graphics (although their 3d models/textures seem to be consistently better than rF2/AC, however I dislike their colors/lightning for going too far in other direction (gamey), though I appreciate their performance/graphics from the technical point of view). Personally I prefer AC shading/lightning/colors with modified "Natural Graphics Mod".
 
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Assetto definitely feels the most "photorealistic" out of the whole bunch, but trackside details are sometimes poor, not to mention those horrible grotesque 2d "people". Whoever though that it is acceptable to put these characters there should say "I'm so sorry". Every time I look at the people on the Monte Carlo track, I think of Grim Fandango and the part when Manny goes to the land of the living. rFactor 2 on the other hand has this lighting that feels very natural and I love it, but that is about it. The graphics are something like 10 years old and I am having performance issues in the last few builds. What bothers me is that while it does look significantly better than 2 years ago, some cars are in great need of a visual update and I doubt this will happen soon, if ever. Same goes for the rain effect - they teased this great video years ago and nothing has come out of it. Even more problematic is that if they eventually fix the rain to make it work, most cars don't even have working wipers... I forget about the looks of rFactor as soon as I start driving, but justifying the graphics by some TV/crappy monitor theory is lying to yourself. :)
 

Quote:
----------------------------------------------------------------------
"Doug: How similar in complexity are the physics engines and calculation rates?

ISI / Gjon: That is difficult to say as rFactor Pro is typically integrated into an already complex system."
------------------------------------------------------------------------

Well if Gjon doesn't know, then how can anyone else say anything?

Again it still seems to me misleading to assume physics similarities between professional teams' models and their data, and what we have in rF2.
 
Oh, this silly graphics comparison again; coming up from a guy for whom gxf seems more important than physics.....

......Over and out of this "discussion" that never should have came up (again).

If I cared more about graphics than physics I'd drive pCars and rF2 wouldn't be on my computer. I want it to be better.

And if you think graphics aren't a problem, then you're a fool. And you're not, so you're actually just protesting too much. Doesn't help.

some of the track side details are great. Some are dreadful. Langford mostly looks excellent. Last night, sky was darkening, looked atmospheric. But as I say, a lot of 'artwork' on the ISI content including cars, drivers, marshalls is an immersion killer.
 
Quote:
----------------------------------------------------------------------
"Doug: How similar in complexity are the physics engines and calculation rates?

ISI / Gjon: That is difficult to say as rFactor Pro is typically integrated into an already complex system."
------------------------------------------------------------------------

Well if Gjon doesn't know, then how can anyone else say anything?

Again it still seems to me misleading to assume physics similarities between professional teams' models and their data, and what we have in rF2.
rFactor Pro is only for manufacturer teams.
Most professional race teams (even top teams) and professional sim centers use regular rFactors for real race car development and driver training.

Max and Jos Verstappen's former F3 team using regular rFactor.
http://www.vanamersfoortracing.nl


 
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rFactor Pro is only for manufacturer teams.
Most professional race teams (even top teams) and professional sim centers use regular rFactors for real race car development and driver training.

Reference please for most teams? And not a sim racer on wiki or someone with a entertainment business using rf. Or even any other teams?

If you read the comments from Atze on youtube about those videos, he says that the physics are "custom made for rfactor". "They are just on a different level." - he compares iRacing and rf (below)

He also says back then (2 years ago):

"I haven't tried rFactor 2 properly, but currently rFactor, iRacing, Assetto Corsa are all three a very good training for the real car."

And one year ago, asked to compare rF2, iRacing and AC with real life says:

" Tough question. Depends on the hardware and specific car you drive :) "

Which, if nothing else shoots a big hole in the claim that AC is simcade constantly repeated in this cave.

He made a comment about braking in rF2 very sensitive and altering the curve to make it less aggressive btw.

Atze was a former rf world champ, but then moved to iRacing and is teammate of Huttu. He's trained with Verstappen in iRacing, and has a company providing driver training using sims so he's in a good position to make comparisons.

Just keep some perspective guys. All sims are a compromise and relentlessly trying to discredit AC's physics because it's got laser scanned tracks ,good graphics and popularity isn't fooling anyone (else). Huttu said it's what he drives when not competing in iRacing because it feels great. Although presumably not with the AI because they are s**t. :)
 
One aspect of AC that has been of huge annoyance, and interferes with everything, is the FFB. I have tried many different things with my wheel and it just has never hit a sweet spot. If anything, it's only become worse since 1.2 or 1.3, whatever it was. I don't have a full motion rig that could perhaps interpret the game's output into some feeling through transducers so, with just a wheel, it really hurts any finer judgment as though I can see and experience nuanced behavior, I don't have fine control over it.
 
Reference please for most teams? And not a sim racer on wiki or someone with a entertainment business using rf. Or even any other teams?

https://drracing.wordpress.com/2015/04/02/should-motorsport-revise-the-drivers-career-path/
http://steamcommunity.com/app/339790/discussions/0/610573751160274820/#c610574106424826109
http://www.virtualr.net/meet-simfunding-sim-racing-crowd-funding-platform#comment-1871850631

http://www.izoneperformance.com/
https://www.youtube.com/watch?v=EEOktMQc3cM
https://www.youtube.com/watch?v=3ZX9a3cCG3c

GT Academy winners using rF1 and rF2.
https://www.youtube.com/watch?v=7oV-Qp8rhIM
http://images.caradisiac.com/images...r-candidat-Francais-dans-la-course-302709.jpg
http://www.techradar.com/news/gamin...ic-driving-physics-and-3-that-didn-t-1305257/

Another pro simulation center using rFactor.
https://community.racesimcentral.net/showthread.php/26641-Simulating-Success
http://strakkaperformance.com/
http://www.dailysportscar.com/2014/04/17/strakka-back-on-track-in-days-not-weeks.html

Highest respected vehicle dynamics seminar by Claude Rouelle for professional race car engineers and designers, also uses rFactor.
https://www.youtube.com/watch?v=m8RvOgKIAmo

And all this is just the tip of the iceberg.

If you read the comments from Atze on youtube about those videos, he says that the physics are "custom made for rfactor". "They are just on a different level." - he compares iRacing and rf (below)
It's regular rFactor as he said here https://youtu.be/d2ur0L0LDOw?t=6746
The "custom made" stuff is just like any other rFactor mod, but with their accurate input data.

And one year ago, asked to compare rF2, iRacing and AC with real life says:

" Tough question. Depends on the hardware and specific car you drive  "
Objective measurements have shown crucial differences, and besides it's not what what he said a year after that statement when he got to drive the real car and he said that AC missed the nuances of constantly sliding around during cornering https://youtu.be/d2ur0L0LDOw?t=6444
 
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Of all those links, to be fair, you can only pick out Nissan. rF1 was a smart software solution a decade ago and it took an opportunistic chunk of a potential market, so it's expected that especially centers like iZone would run it. A few of those links are from questionable sources. I can't/won't comment on that drracing, I like what he writes but I haven't checked who he is or what he has done.
 
One aspect of AC that has been of huge annoyance, and interferes with everything, is the FFB. I have tried many different things with my wheel and it just has never hit a sweet spot. If anything, it's only become worse since 1.2 or 1.3, whatever it was. I don't have a full motion rig that could perhaps interpret the game's output into some feeling through transducers so, with just a wheel, it really hurts any finer judgment as though I can see and experience nuanced behavior, I don't have fine control over it.

I never seemed to get what exactly people do not like about the FFB in Assetto. The first time I played the game, right after it hit early access, I loved it. I actually found it way better than rFactor and I liked the idea (or at least what they advertised) that it only simulates forces that are felt in the real wheel, but I guess people wanted a more "classical" effect. They complained about it so Kunos started changing it and it has become worse from patch to patch. I wish they had stuck to their guns and kept like it was initially regardless if the majority of people complained because it's not what they are used to. From my point of view, you will never get the same feeling as in a real car. Probably not even with a full motion rig. We are at a disadvantage with our wheels and that's that. The whole point is to drive clean and steady, brake consistently and then you don't need to feel what the rear end is doing, because it's not supposed to be doing anything that you should worry about. Unless you are a drifter...

Anyway, the only thing that I find horribly wrong with the FFB in Assetto is that there is no resistance when you are standing still. Even pCARS simulates that aspect.
 
Of all those links, to be fair, you can only pick out Nissan. rF1 was a smart software solution a decade ago and it took an opportunistic chunk of a potential market, so it's expected that especially centers like iZone would run it. A few of those links are from questionable sources. I can't/won't comment on that drracing, I like what he writes but I haven't checked who he is or what he has done.

Exactly. Although you have a talent for understatement "questionable sources" lol

Here's a long list of professional racing drivers saying iRacing is the best sim. I don't agree. But it's probably more credible evidence in terms of actual professional racing drivers driving it. But fairly sure the teams themselves don't use it. If I remember, this conversation started with the F1 grid supposingly using something relevant to rF2 physics. Anyway...

http://www.iracing.com/testimonials/

I've been drawn into this vortex of insanity...<gasping> got to escape.....
 
Some rF2 car/tracks models are quite good looking, however its not what bothers me. I dislike lightning/HDR implementation/grey shade of rF2 a lot which creates a picture of ugly/lifeless/colorless autumn day(?) (which is in fact a realistic scenario). Some tracks look nicer though. If I had a choice of a sunny/nice/colorful summer day (which is also a realistic scenario) I would easily choose it over something that might give a depression.
P.S. I am not talking about pCars like graphics (although their 3d models/textures seem to be consistently better than rF2/AC, however I dislike their colors/lightning for going too far in other direction (gamey), though I appreciate their performance/graphics from the technical point of view). Personally I prefer AC shading/lightning/colors with modified "Natural Graphics Mod".

https://www.youtube.com/watch?v=pLAgf2_aMfM

This track looks almost as good in rF2 as in AC, which is impressive considering it's not built for gMotor engine. I would say it's strong evidence that the graphics engine itself doesn't lose much to competitors (except those special effects...). It's mostly about the track textures and what color palette the artist chooses that makes the difference.
 
https://www.youtube.com/watch?v=pLAgf2_aMfM

This track looks almost as good in rF2 as in AC, which is impressive considering it's not built for gMotor engine. I would say it's strong evidence that the graphics engine itself doesn't lose much to competitors (except those special effects...). It's mostly about the track textures and what color palette the artist chooses that makes the difference.

That's just classic thievery. I do hope that someone makes an example of this bozo. It's not like we are swimming in laser scanned content in our niche genre that we would afford to lose devs and their licencing partners.
 
What has CM done for PC physics, all the Race Drivers and Grids, F1 2010 to F1-2015 , the Dirts ?

What we get Dirt Rally, sure fantastic visual and immersion nirvana but come on be honest, okay I will say it, the physics plain suck.

Ever since Toca Racing they have lost the plot.

and SMS I was just talking about the console money from ProjectCARS, they need to hire a new guy with fresh approach to engine and physics. Gjons don't grow on trees but...... at least I don't think they do !@! .... lol

It makes business sense in the end, you have 2 models one model makes a heap more money, what do you put resources behind ?

ISI Consoles would be the death of physics. Gjon could put his feet up slap out sad saggy arsed semi sims all day long. p

Say ....." sad saggy arsed semi sims" 3 times quick. p

I wouldn't go as far as they "suck". Come on, there is a lot of things right there that make it very enjoyable, entertaining, fun and immersive rally sim. I mean it wouldn't be those things without realism thrown in there.

ps. There's a hilarious quote from AC forums that I have to show you... made me crack up! ;)
You DurgeDriven AC and we know his opinion that everything is perfect in AC, we read about 9000 where it says future messages. My question was not addressed to you, it was for the team kunos Simulazioni.
- From Theboss to Michael Hornbuckle

You are infamous my little Aussie friend!
 
That's just classic thievery. I do hope that someone makes an example of this bozo. It's not like we are swimming in laser scanned content in our niche genre that we would afford to lose devs and their licencing partners.

It's only thievery if he releases it - a private conversion is just that - a private conversion.

Oh, and if that "bozo" hadn't put in the hundreds of hours - there would be NO Ring (the existing and legal Com8 conversion) in RF2 at all.
 

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