The engine and editor have been specifically designed for the racing and automotive genre, to best represent cars in all their characteristics.
The dynamic weather is also supported by a different representation of the sky and clouds, which are no longer textures applied to the skydome but are procedural meshes whose appearance, density, shape, and color change according to the weather conditions and cast shadows on the ground, modifying in real-time also the intensity of light and the shadow areas.
The dynamic track not only determines the dry/wet state of the track but also the grip on the asphalt: the more cars pass on the same trajectory, the more it "rubbers in", increasing grip, especially in corners. Obviously, there is a fully dynamic 24-hour day and night cycle, which is determined not only by the time of day but also by the geographical location of the driving locations and the month of the year. Speaking of cars, even in this case there is an important evolution compared to the previous Assetto Corsa, as we no longer simply select and drive one of the models available in the simulation, but each car is an entity in itself: with its own characteristics, equipment, value, history. These are just a few examples: there are great innovations in EVO that we cannot yet reveal, but which do not represent an evolution of what we have already seen, but something that we have never done before at Kunos.
Was this article helpful?
That’s Great!
Thank you for your feedback
Sorry! We couldn't be helpful
Thank you for your feedback
Feedback sent
We appreciate your effort and will try to fix the article