Assetto Corsa EVO: The New Physics Standard?

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At our site, we always enjoy hearing directly from our readers those passionate voices within the sim racing community who live and breathe virtual motorsport. Today, we’re excited to share a personal perspective sent in by one of our readers, diving deep into what makes Assetto Corsa EVO’s physics stand out.

Ever since I got into sim racing a couple of years ago, I’ve tried it all: from Gran Turismo 7 in VR to intense sessions in iRacing, Rfactor, AMS2, Richard Burns Rally, and of course, both Assetto Corsa and now Assetto Corsa Evo. Each sim has its own identity—its own way of interpreting the art of realistic driving. But there’s something about Evo that honestly surprised me more than I expected.

The first thing I noticed when jumping into AC Evo was the road feel. There’s a more natural, direct connection between what’s happening on the asphalt and what you feel through the wheel. Unlike the original AC, which often relied on mods or external tools to deliver a solid feedback experience, this new base already delivers a lot on its own.

It’s hard to explain until you experience it: the car doesn’t just respond—it communicates. The bumps, traction loss, dynamic weight shifting—everything is there with a fluidity and subtlety that I only found in rare moments in other simulators.

Details that make a difference

Kunos has paid attention to elements that most studios often ignore. Manually starting the engine, adjusting performance modes from the cockpit, and admiring the exterior and interior of each car in incredible detail aren’t just visual extras—they contribute to that sensation of truly being inside the vehicle.

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All of this complements physics that are already impressive. The result: a deeply immersive experience, even without VR (though that’s next on my list).

Inevitable comparisons, different conclusions

After spending hours in titles like BeamNG or Automobilista 2, I can confidently say that AC Evo feels less stiff, less “calculated,” and more organic. While other games might focus on physical precision from an engineering standpoint, Evo seems to have found an almost perfect blend between realistic physics and the human perception of driving.

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Even BeamNG, with its impressive physics engine, feels more “floaty” when switching back from Evo. Not because it’s worse, but because AC Evo manages to capture that intangible magic of a car in motion.

The new standard? It’s still early, but…

Yes, it’s still early days (v0.2 as I write this), and there are still technical areas that need refinement, such as general optimization or FFB quality on some wheels. But when it comes to pure driving feel, Kunos seems to have found something special.

I don’t know if AC Evo can be officially crowned the new standard in simulation just yet, but it has set a very high bar when it comes to driving physics. It’s the kind of game that, after just a few laps, leaves you thinking: this is how driving should always feel.

You can buy it from 23 euros in our Instant Gaming link:

Happy Racing!


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10 COMMENTS

  1. The FFB is the worst I’ve seen in the more visible sims! I love AC and ACC as an overall experience but for EVO too many bugs atm. Read the forums and Reddit’s and you’ll see how widespread the issues are including FFB…

  2. For me with all the other bugs it has, ACEvo wasn’t ready for release and needed more development. For feel at the moment it has to be LMU nothing is coming close

  3. Alberto…….I’m a fan of ‘most’ of your articles.
    There has to be a better way to make money than this trash article that you must have been paid to write.
    Either that, or you need to see a neurologist.

  4. I don’t agree with the other comments here. EVO’s FFB I find to be quite good. Yes it has odd moments and bugs, but for an early release I’m impressed. I don’t think it compares to something like AMS2 that out-of-the-box felt fantastic and just worked, but I think it’s a great start.

  5. This article os so out of touch and even further from fact. The state of ACE is not that of brilliance and beauty.
    Its an unpolished turd in its best description.
    Lifeless and featureless, it was released to the public in a state where for many, the game wouldnt even launch!
    It was like the early access was in early access.
    The developers are hopelessly out of touch, not just with their fan base but out of touch with the Kunos identity.
    To shelve work on ACC to work on this childrens game that doesn’t work is pathetic and repugnant.
    Shame on Davide Brivio. The coward.

  6. I tested Force Feedback on my Fanatec DD1. Did experiment with few cars overpushing corner exit. In Brands Hatch last corner. Even with very controlled throttle creating slow spin (when rear steps out) in none of cars I could feel loss of traction. The car starts to spin out without any difference in Force Feedback. No way to notice no way to catch it. It’s early stage and KUNOS is updating tyre physics, it might change. All other physics and Force Feedback is really really good.

  7. At this point in time, it seems that Automobilita2 has everything – day/night; weather; many classes of cars; MANY fun TRACKS! This summer, especially, their updates have improved the Graphics & the car’s handling physics.

    ACC EVO has a LONG WAY to go to match AMB2’s impressive sim.

    That said, even the “old sims”, like ACC or rFactor2 have made GREAT Improvements to the overall realism and “feel” real driving.

    The future looks very bright for sim racing.

    PS – don’t try VR … put your money in a WIDE 42″ Screen (or wider) – and you get Both side Mirrors in your view without having to all the EXTRA weight & wires and Hassles of VR. Jump hit PLAY and your off racing!
    *This advice comes from trying VR and from owning 32″ Flat screen to a CURVED 42″ Samsung which has just Gorgeous Graphics!

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