Assetto Corsa EVO: A Deep Dive into Its Force Feedback System

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Before diving into EVO’s FFB, it’s important to understand why force feedback is such a critical component of sim racing.

FFB is the bridge between the virtual world and the driver, translating the car’s behavior into physical sensations through the steering wheel.

It allows you to feel the weight of the car, the grip of the tires, and the effects of weight transfer during acceleration, braking, and cornering.

For me, FFB is what separates a good sim from a great one. It’s not just about realism; it’s about how well the FFB communicates the car’s behavior.

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A well-tuned FFB system can make the difference between feeling connected to the car and feeling like you’re driving on ice. This is why I’ve spent so much time comparing EVO’s FFB to AC and ACC—it’s the heart of the driving experience.

Comparing Assetto Corsa EVO’s FFB to AC and ACC

Kunos Simulazioni has a rich history in sim racing, and their FFB systems have evolved significantly over the years. Assetto Corsa (AC) was praised for its detailed FFB, but it often felt “wobbly” to me. The exaggerated g-force effects, while immersive for some, made the cars feel overly dramatic and artificial.

On the other hand, Assetto Corsa Competizione (ACC) introduced a stiffer, more precise FFB system that focused on realism. While ACC’s FFB was impressive, it sometimes felt too rigid, lacking the fluidity and natural weight transfer I craved.

I’ve concluded that EVO’s FFB strikes the perfect balance between AC and ACC. It feels weighty and substantial, like ACC, but with the fluidity and natural handling of AC.

The result is a driving experience that feels both realistic and intuitive.

Key Observations

Weight and Handling

One of the first things I noticed about EVO’s FFB is how weighty the cars feel. Compared to ACC, which can feel overly stiff, EVO’s FFB is more fluid and natural.

For example, driving the Porsche 992 Cup in EVO feels like you’re piloting a real car, with a believable sense of mass and grip.

The suspension action over curbs is less harsh, and the cars feel more grounded and substantial.

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Reduced “Wobbliness” Compared to AC

While AC’s FFB is beloved by many, I’ve always found its exaggerated g-force effects to be a bit too much. The constant wobbling and overdone weight transfer made the cars feel less realistic to me.

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In EVO, this “wobbliness” is toned down significantly. The cars still communicate weight transfer, but it feels more natural and less artificial. This change makes the cars feel more planted and predictable, which I personally prefer.

Improved Control and Predictability

One area where EVO truly shines is in its predictability. In both AC and ACC, I often struggled with the Porsche Cup car, which has a reputation for being notoriously difficult to handle. In EVO, however, I feel much more in control. The breakaway point is more intuitive, and catching slides feels more natural.

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Improve Areas

While I’m thoroughly impressed with EVO’s FFB, it’s not without its flaws.

Here are a few areas where I think Kunos could improve:

Lack of Individual FFB Tuning per Car

One of my biggest gripes with EVO is the inability to adjust FFB gain on a per-car basis. For example, if I set the FFB gain perfectly for the Lotus Emira, the Porsche 992 Cup feels too light, and the Mercedes GT2 feels oddly heavy.

evo 911

This inconsistency can be frustrating, especially when switching between cars with different handling characteristics. I hope Kunos adds per-car FFB adjustments in a future update.

Overdampened FFB for Some Wheels

Another issue I’ve encountered is that EVO’s default FFB settings feel overly dampened, even with all the in-game dampening turned off.

My solution has been to crank down the dampening settings while keeping vibration at 100% for better curb feedback. This tweak has made a world of difference, but it’s something Kunos should address for players with a wider range of hardware.

Feedback on Slip Angle and Grip

Some sim racers have pointed out that EVO’s FFB lacks detail when it comes to slip angle and grip during four-wheel slides. While I haven’t found this to be a major issue, I can see where they’re coming from.

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In drifting scenarios, for example, the FFB can feel a bit flat, with little differentiation between different angles of drift. This is an area where Kunos could add more nuance to the FFB system.

Conclusion?

It combines the best aspects of AC and ACC, offering a more natural, weighty, and controllable driving experience. While there’s still room for improvement, EVO’s FFB is already a strong contender in the sim racing world.

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Happy Racing!


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