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0.3.0-preview581

  • Version ID: 4116
  • Size: 138.60 MB
  • Published: 2026-09-02
  • Crucial:

    • Suspension damage fixed;
    • A bug with rear Cosmic suspension not getting damage applied, or damage not getting reset when teleporting to pits, fixed;
    • Original physics malfunctioning on some tracks with double-sided surfaces fixed;
    • AC window handling reworked a bit: now properly DPI-aware across monitors with different scaling, fixing a bunch of issues;
  • FFB:

    • Default damping frames skip lowered from 5 to 3;
    • New Adaptive FFB performance tweak in FFB tweaks, now with an option to adjust frame skipping live, disabled by default;
    • Custom FFB initialization experiment has been renamed to Custom FFB handling, now includes custom FFB application (still disabled by default);
    • Adaptive hard collisions fixed, now simulate actual rigid internal structure instead of magically making outer surface rigid, applies to rim-ground collisions as well;
    • Xbox gamepad impulse triggers updated to be safer and more stable;
    • A new option for Gamepad FX boosting rumble rate from 30 to 60 Hz (disabled by default);
  • Performance-related:

    • A few fixes that should improve performance regressions on some PCs;
    • Hyperthreading fix option reworked, now leaves more cores for physics workers, and limits number of physics workers by default;
    • First 400 late physics frames log some internal measurements to help diagnose issues;
    • ODE step multithreading kicks in only if solver takes a while to do its job, to prevent wasting time and resources on spinning up those workers for them to do the minuscule amount of work;
  • DLSS:

    • Option to enable Neural Rendering (needs the library for it to work, you might have to wait until official release to get it);
    • CSP checks custom DLSS DLLs for integrity unless disabled, to keep users safe;
  • Audio:

    • The issue with audio clicks should be improved;
    • Cars limit is set similar to the original implementation;
    • New car audio implementation also disables distant audio if it’s estimated to be out-of-range, the same as the original;
    • Added an upper limit for simultaneous crash audio events, with more efficient use of the pool;
    • Out-of-range skid, surface and collision audio events are also no longer playing;
  • A few things to help with memory consumption (disabled by default):

    • Option to use DDS compression for MIPs generated for badly saved textures;
    • Option to limit texture resolution;
    • Option to track memory consumption by content (shown in Render Stats);
    • Option to commit replay memory gradually;
  • Render Stats app:

    • Physics thread priority is shown in the tooltip;
    • The app tracks time it takes to submit FFB (in physics tooltip and Other threads section);
    • Performance reports include some details about physics computations;
  • CSP previews:

    • Tonemapping, ambient and environment illumination now match the ones configured in Content Manager;
    • Reflections, shadows in reflections, ground switches, DOF and HDR switch are respected;
    • Proper mirrored bloom shader;
    • The implementation is moved away from default Weather FX style;
    • Steering is applied smoothly, stopping some suspensions from exploding;
    • An issue with some cars getting stuck fixed;
    • Smaller fixes;
    • A new option in Small Tweaks restoring old broken look from a few versions ago, for old presets tuned for CSP to still work;
  • P2P 1v1 and other altonline modes:

    • Sound from other cars in P2P 1v1 mode, other altonline modes, or cars initially loaded as nul, fixed;
    • P2P 1v1 and altonline: flags in car state are applied correctly;
  • Miscellaneous:

    • Repair wheel joints experiment is redone to instead limit possible wheel movement (applies only to DWB and strut);
    • CSP syncs server features for extended servers during initialization;
    • If new smoke is disabled, old smoke does simple splashes;
    • New option to follow desktop scale, or keep resolution the same across monitors with different scale;
    • Pace frames better option improved, should work more reliably;
    • New [EXTRA_RULES] FORCE_NEW_PARTICLES=1 parameter for online servers;
    • Failures to check files during connection online are reported as such, not as a generic handshake failure;
    • Checksum failures are shown as errors, listing possibly mismatched files;
    • FFmpeg plugin no longer blocks loading at the very start, instead, it lets Assetto Corsa load, and then blocks things at the end;
    • Detailed crash reports are disabled by default again, to help with reports failing to be generated;
    • Better handling of DirectX initialization failures;
    • New One-sided boxes for car colliders experiment, disabled by default;
    • Options to show tips and car preview during loading, disabled by default;
    • Options for those new ODE optimizations are visible now, just in case;
    • Defaults for web requests adjusted (HTTP3 and TCP Fast Open are disabled by default now);
    • Some of IMGUI internal variables now update even with UI hidden;
    • With [RACE] __START_IMMEDIATELY=1 in race.ini, race starts immediately (CM update is coming in a bit);
  • Animated wings are working in replays;
  • Optional car parts fixed, correcting wings and other parts missing in replays;
  • Replays are opening in Wine again (recent regression);
  • ODE for batch raycasting fixed;
  • Error message for a missing track fixed;
  • New main menu: slipstream display fixed (both slider offline and CSP tweaks display online);
  • FREQUENT_TRACK_CHANGES feature is working properly;
  • Force enable free camera is functional (previously, only worked in VR);
  • Rain drops are no longer drawn over splashes when spectating;
  • Disabling post-processing, but leaving MSAA on no longer messes up custom modes, particles and such;
  • Occasional crashes caused by wheels-vs-cars collisions fixed;
  • Car AABB compute from lowest LOD fixed, resolving an issue with CSP previews and such for some cars;
  • Occasional crashes related to extra lights created and used at some specific points of a frame fixed;
  • Swapping in a car which uses make-…:: no longer leads to a crash;
  • Flashlight light source no longer gets left behind;
  • Small improvements for free camera rotating with the mouse;
  • Crash reports generation should be more reliable, dialogs won’t disappear a few seconds after being opened;
  • Occasional crashes in some configurations fixed;
  • ReflectionsFX Debug app no longer messes up IBL with non-LCS weather styles;
  • ac.makeScreenshot(): new parameters iterations and onCameraStep;
  • ui.addSettings(): pass vec2() as size for a simple fixed size window;
  • New require('shared/sim/cspdebug').hideCarInReplay() function for scripts with I/O access;
  • Small Lua docs fixes;

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