
u/MrBluoe

The RSS Formula Hybrid 2026 is available
I just got the email that it's now available. What's everyone think? I'm gonna download cause I really liked the RSS Formula Hybrid Alpine 2025 and been trying to learn the VRC but it's been a bit tricky.
Some of the Photos ive took over the time I played AC
Unreal Corsa — A new graphics engine for Assetto Corsa
First release is finally here.
I've been working on this project for quite a long time, mostly quietly and with a very small audience, and I think it's finally time to make it a little more public.
Unreal Corsa started as a personal experiment.
The original idea was actually much smaller. I wanted to create a visual tool for editing things like digital dashboards and instruments in Assetto Corsa, because I was getting tired of having to manually edit configuration files just to move things around.
That experiment eventually turned into something much bigger.
I started looking into Assetto Corsa's data, physics and rendering, and eventually decided to try something I wasn't sure would even be possible: keep Assetto Corsa's physics and use Unreal Engine 5 to completely rebuild the graphics side.
That's what Unreal Corsa has become.
It's not ReShade, it's not a PP filter, and it's not another CSP preset. The idea is to have Assetto Corsa running its physics while Unreal Engine handles the rendering.
I've spent a long time working on things like lighting, time of day, exposure, materials, reflections, car lights and the many other systems needed to make the whole thing actually work.
A couple of examples
First, here's a direct comparison between Assetto Corsa and Unreal Corsa across different times of day and lighting conditions. Same idea, different rendering pipelines:
And here's a full hotlap at Barcelona in the rain, showing Unreal Corsa running through a complete session in wet conditions:
These videos are probably a better way of showing what I'm trying to achieve than I could explain with words.
And now, after all this time, the first build is finally available.
Interestingly, I've recently seen other people exploring a very similar idea, using Assetto Corsa's physics together with Unreal Engine 5. Seeing that actually made me realize that maybe it's time to stop keeping Unreal Corsa so quiet and start sharing the project more openly.
I'm not saying this because I think the idea belongs to me. Quite the opposite. I think it's really interesting to see other people experimenting in this direction, and it seems like there is genuine interest in what could be done by combining Assetto Corsa's physics with a modern rendering engine.
But Unreal Corsa has been in development for a long time, and I figured this is probably the right moment to finally put it out there.
The first release is still very early. It may not work perfectly on every system, performance is still being worked on, and there is a lot left to develop.
For now, the first builds are available to people supporting the project on Patreon. I'm keeping the first stage relatively small so I can collect feedback, find compatibility issues and see how it behaves on different hardware before opening things up further.
I've also put together an installation video for anyone who wants to try it.
I'd genuinely love to hear what people think, especially if you're interested in the technical side of the project. I'm happy to answer questions about how it works and what I'm trying to achieve.
Unreal Corsa — the first release is here.
DLSS 5
It’s been a minute since my last post here. I wanted to share some thoughts on the latest DLSS 5 feature.
Honestly, I'm incredibly impressed so far—it drastically reduces the system load and has noticeably lowered my GPU temperatures.Featured Cars:
Toyota GR86
Proton PERT - As a Malaysian, seeing the Proton PERT in-game hits different. For those who don't know, the PERT was a base-model Mitsubishi Lancer beautifully converted into a proper, world-class rally machine. It was famously driven by Karamjit Singh (the "Flying Sikh"), who took it to massive international success. It makes me incredibly proud of Malaysia's history on the global rally stage.
Can reach out to me on my socials, LAMZ.AC for both Instagram and tiktok.
Like a brand new game.
OG Assetto Corsa out here looking better than EVO at times with DLSS!
How to Setup Force-Feedback correctly in Assetto Corsa
My last guide about FF in AC has been accessed over 300 thousand times, and a lot has changed since. So I thought it's time for an update. Good news is: it is now much easier than before.
Step 1: Enable the newer [Alternative FFB] script in Custom Shaders Patch
This will give you better FF, but it needs to be tweaked for each wheel. For most Wheels, these settings will work, just reduce the [Base Force multiplier] according to how strong your wheel is:
- Entry Level Wheels like G29, G920, Thrustmaster etc: [Base Force multiplier] = 5 (max)
- Middle Range Wheels like Moza R3 to R5: [Base Force multiplier] = 4
- Decent wheels around 8nm to 12nm: [Base Force multiplier] = 3
- Top Range Wheels with ~20nm: [Base Force multiplier] = 1 (on these, I would also leave the side force, front force, suspension travel and damping on default levels)
- Experiment and see what works better for your wheel.
Also enable [More physically accurate gyro implementation]. Most modern mods will ignore this, just enable it as a safe fallback.
Step 2: Enable [Auto-adjust scale to match car's steer lock]
This way you don't have to keep changing the rotation to different cars you drive, it will happen automatically. Just make sure that your Degrees are set to your wheel's max/default setting (usually 900°)
Step 3: Configure your Gain and (optional) LUT
>ℹ️Note: If you have a direct-drive wheel, you can skip the LUT and wont need to "enable FFB post-processing"
All you need to do now is to set your Gain to the maximum the game will allow without it clipping. For cheaper Wheels like the G29/G920, a setting of around 80% will usually work for most cars.
All other settings on this page can be left at their defaults, as the Alternative FFB script handles the FFB forces instead.
Note: direct-drive wheels to NOT NEED to enable FFB post-processing and DONT need a LUT.
>⚠️IMPORTANT: If you set this too high, the FFB signal will start clipping, meaning stronger forces will all be output at the same maximum level. In layman's terms, it's a bit like a loudspeaker being turned up too loud and distorting the audio.
So how to know what value to set this to?
You will need to use some tool that displays in-game how much FF the wheel is outputting at any given time. My favorite tool for that is the CMRT-Hud.
This will display the force-feedbackthe pedals view (grey line and grey bar in the image bellow). Your goal will be to find a setting in which the grey line doesn't hit 100% often. A bit of 100% is fine, especially on cheaper wheels. But ideally, it should never hit 100% to avoid clipping.
You will need to enable that in the CMRT Settings plugin:
You need to enable the setting in CMRT settings to see the force-feedback output.
Step 4: Generate a LUT
>⚠️Direct-drive wheels can usually ignore this. Entry level wheels like G29, G920, Thrustmaster etc need it
The LUT file will 'calibrate' your wheel so that it can output linear forces (the way it should be). This is espeically important to better feel oversteer, to feel the back stepping out, and for drifting.
To do that, you need to run [WheelCheck] to test the wheel, and L[UTgenerator] to generate a LUT based on those tests.
You can download both WheelCheck from dropbox: https://www.dropbox.com/s/3zxf5yd1bvujyi5/WheelCheck_1_72.zip?dl=0
And LUTgenerator from Overtake: https://www.overtake.gg/downloads/lut-generator-for-ac.9740/
Step 4.1. Analyze your Wheel using WheelCheck using the settings below.
Once your wheel has stopped moving, the test is done, and it will save the results in your "My Documents" folder as a file named after today's date like this:
Step 4.2. Use that file to generate your LUT
Open the LUTgenerator, and select the .csv file we created in the last step.
Once that is done, the generated LUT file will be available to be used in Step 3 of this guide.
Done!
Existe toda a polêmica do DLSS 5 para modelos humanos, mas é inegável como para jogos de corrida, a tecnologia impressiona. Qual a sua opinião sobre?
tracktitan vs racedata?
opinions? alternatives? specifically for car setups.
and btw: didnt Setup Exchange use to have more setups? lately it seems so empty.
CSP 0.3.0-preview622
Version: 0.3.0-preview622
Version ID: 4157
Release Date: 18 September 2026
A bunch of tiny fixes
- Windscreen reflections no longer crash the game when swapping cars in some cases
- Fixed compatibility with AC Pro
- Visual issues on the pk_gunma_cycle_sports_center track fixed with a built-in config patch
- Using simplified YEBIS post-processing on 1×1 textures no longer leads to a crash
- Rain physics malfunctioning on some tracks with certain configurations fixed
- New main menu no longer ignores the mouse in compact mode when shifted up
- Custom collision settings for walls should work again
- More informative error messages
- Manually triggered crashes (without Assetto Corsa getting stuck) are no longer uploaded
- Ideal line messing up rain physics on some tracks fixed
- P2P 1v1 mode failing to load on some PCs fixed
- Changing material textures via Lua no longer crashes the game (especially on No Hesi servers)
- Loading models in the background, especially for scripts, is less crash-prone now
- A rare deadlock caused by wheels-vs-cars collisions should be fixed
- Multithreaded loading occasionally crashing, especially with static reflections, fixed
- Finishing a VR session in Oculus mode should work better
- Shared AC physics state is more compatible with rain tyres and such
- Rain FX no longer crashes on cars without COCKPIT_HR
- A few smaller fixes
Full change log: https://gist.github.com/gro-ove/a6a118730f01e092d7dbfddc80b9a06a
Patreon post: https://www.patreon.com/x4fab/posts/bunch-of-tiny-169844857
This is ridculous! DLSS 5 on Assetto Corsa looks so realistic
Track is Mugello ...
Custom Shaders Patch 0.3.0-preview595
Version ID: 4130 Size: 138.65 MB Published: 2026-09-09
Neural Rendering
- Now works without upscalers
- Compatible with HDR output
- Settings moved to a separate section (use in-game app to move NR before upscalers)
- Visual tweaks moved into the in-game app (multiple passes and extended boundaries)
- Accumulation screenshots improved — NR now applies once at the end (optional, on by default)
Upscalers & Visuals
- Motion blur shader updated
- BC7 background compression freezes fixed
- Upscaler crashes from bad MIP LOD bias settings fixed
- Glare slider now goes up to 7
- New option to adjust YEBIS glare when using upscalers
- New Snapdragon GSR1 pixel density upscaler (enabled by default, works with HDR)
- Texture loading regression that caused extra aliasing at distance fixed
- Triple screen temporal upscaling works properly again in more cases
- Better grass shine at grazing angles with LCS
- Long SSLR speculars now work with LCS
Performance & Tools
- Performance report now includes late frame details
- Render Stats freezes profiler improved (tracks running scripts, keeps 25 slowest frames)
- Async KN5 loading from Lua more reliable
Other
- NoHesi server feature sync issues fixed
- Custom TrackIR implementation improved and enabled by default
- Neck FX now works with TrackIR camera movement
- New
[DATA] DOOR_ANIMATION_CLOSE_SKIPparameter - Disabling all smoke no longer crashes with rain
- New rain intensity conversion functions in
shared/sim/weather - Oculus mode auto-enables when launched from Oculus runtime
- VR controllers work on the results screen Full changelog: https://c1xtz.github.io/csp-logs/0-3-0p595/
Assetto Corsa Baker's RealVision | Photorealistic Graphics Mod | Without DLSS 5
Will appear at the end of the week
Video demonstrate:
Baker's RealVision is a compromise that works.
There's no Reshade or DLSS 5. Instead, key visual elements have been improved, such as reflections and a pleasant neutral-realistic PP-Filter, which provide the greatest improvement in perception with a low GPU load.
PC SPEC:
GTX 1070 8GB
XEON 2660V3
DDR4 32GB
At these settings, on most maps, the frame rate is generally around 60 fps.
Sou um piloto iniciante no ACC e cansei das ferramentas pagas para servidores; por isso, criei um gerenciador gratuito de código aberto para mim e meus amigos.
Sou o Gabriel Kalichak, um piloto virtual iniciante do Brasil. Assim como muitos de vocês, eu só queria organizar algumas corridas com meus amigos no nosso próprio servidor. Mas todas as ferramentas que encontrei eram pagas, exigiam assinatura ou eram muito mais complexas do que eu precisava.
Então, decidi criar a minha própria ferramenta.
O ACC Manager 4.0 é um aplicativo de desktop gratuito e de código aberto que oferece tudo o que eu precisava para a minha liga casual:
Controle do Servidor – Iniciar/parar o servidor dedicado do ACC, configurar pista/carro/sessões, enviar notificações pelo Discord (atualmente ele cria um dedicado via lan, uso radmin server para conectar com meus amigos..)
Telemetria – Analisar arquivos .ld/.ldx do MoTeC, visualizar voltas, tempos, frenagem e forças G
Gerenciador de Setups – Organizar, editar e replicar setups entre carros/pistas, com sugestões baseadas no estilo de pilotagem
Placares Compartilhados – Acompanhar as melhores voltas com amigos através de uma tabela integrada ao Supabase
Por que criei isso:
Sou um piloto iniciante, não uma empresa..
Fiquei frustrado ao ver boas ferramentas restritas a pagamentos ou assinaturas
Eu só queria me divertir correndo com meus amigos, sem configurações complicadas
Tudo é gratuito e de código aberto (licença MIT)
Link do GitHub: https://github.com/kalichak/ACC_Manager-4.0
Adoraria receber feedback de:
Outros iniciantes que buscam algo simples e gratuito.
Administradores de servidores experientes que possam sugerir melhorias.
Qualquer pessoa que também esteja frustrada com ferramentas baseadas em assinatura.
O objetivo não é competir com plataformas de ligas profissionais. É apenas uma ferramenta que criei para mim e meus amigos, e estou compartilhando-a caso possa ajudar outras pessoas na mesma situação.
Depois de alguns feedbacks adicionei suporte a 3 idiomas (PT, Eng e Alemão), tambem adicionei a opção de inserir cada modulo conforme necessidade na aba das configurações, e um bat que cria um executavel para distribuir com os amigos.
Fiquem a vontade para dar ideias, ajudar e dar feedback sobre o projeto!
Aqui abaixo deixo algumas imagens
Boas corridas!
Gabriel
Leitura da telemetria com analise (bem basica)
Ranking dos amigos (infelizmente nao tenho muitos beta testers)
Animated Animal Encounters (Visual+ Mod v.0.8)
Hi, I am Steezy and I am working on visual & technical enhancements for Assetto Corsa, bringing the game closer to a new-gen experience. This 0.8 update for VISUAL+ mod is adding immersive animal encounters. This includes animated cows, birds and also deer jumping or walking on the road. All of those encounters also have their own immersive 3D-sounds, and some of the ''objects'' you are also able to kick around ;)
Zero Artifical Intelligence used, just pure sense of editing. so there may be some imperfections.
Part 2: Is this therapy?
Testing the new Sim Traxx Transfagarasan AI Traffic server. Open Track + Smoothtrack on this time, no more neck fx, recorded live, same settings as previous video.