Part of an extensive preview article, the previews show us the wireframe model of the Bentley Continental GT3, a really nifty overhead scan-data image of Paul Ricard and a close-up look at the weather system in full effect on the track surface.
In the article, Marco Massarutto shares some very interesting insights on the work going on behind the scenes, such as the amount of work required to create one of the title’s car models.
“In general, I would say that the basic workflow needed to produce one car model in Assetto Corsa Competizione can require up to 14 weeks, and after that, the fine-tuning process (to check and improve the production in all its aspects: graphics, physics, sounds, AI lines) moves forward within the overall development.”
I the article, Massarutto also shared some interesting details on the challenges of working with the Unreal Engine 4, a first for the Italian studio:
“The engine (Unreal Engine 4) is completely different from our own, and this of course results in better graphics, but this is just the tip of the iceberg.” He adds, “The file management, format and structure is totally different, and it required a different workflow. Also, in terms of graphics, UE4 is very powerful, but it doesn’t do the job for you, so reaching a point where we were happy about visuals, features and performance took almost one year.”
For much more behind the scenes info on Assetto Corsa Competizione, check out the full article here.
Assetto Corsa Competizione will bring the full Blancpain GT Series grid and tracks to the PC, powered by the Unreal 4 Engine. The title’s multiplayer functionality includes two much-requested features as the final version will include driver changes, a feature that will be very helpful for league usage, as well as an iRacing-style driver rating system.
Sim racers will get their first wheel-time with Assetto Corsa Competizione later this summer when the title will hit Steam Early Access. Kunos is gearing up to reveal more at a launch event at this weekend’s Spa 24 Hours race.