Assetto Corsa

Assetto Corsa is a racing game/simulation with a strong focus on realism.

It is developed by Kunos Simulazioni, a small indie developer based in Italy best known from two other racing sims: Ferrari Virtual Academy and NetKar Pro.

While the game is still in developement, a Technology Preview (v0.9.9) is available to all owners of NetKar Pro, containing one car - the Lotus Elise SC and one track - Autodromo dell'Umbria aka Magione. The full game will contain a large number of licensed cars and tracks, but a full content list has not yet been disclosed.

The technology preview already offers excellent triple screen support; it has a "Triple Screen" selection box in the menu that, when ticked, enables the player to alter several surround parameters while in the car through a graphical interface.

On November 8, 2013 the still-unfinished game appeared on Steam Early Access.

Support Summary

Widescreen
Ultra/Super‑Wide
Multi-Monitor
4K Ultra HD
Support
Method
HUD
Cutscenes
FMVs

Game Information

Game Status:Released
Release Date:
Tested Version:Steam (Early Access v0.4.1)
Setting:Modern

Screenshots Comparison

4:3 Screenshot
16:10 Screenshot
16:9 Screenshot
21:9 Screenshot
32:9 Screenshot
Eyefinity / Surround Screenshot
Solutions & Issues
Widescreen Solution & Issues:

Native support.
The main UI will always run at desktop resolution, but rendering resolution must be selected from the Options menu's drop-down list.

HFOV is natively Hor+, VFOV can be adjusted to your liking: press Numpad +/- or open the Onboard settings widget.
The HUD is entirely customizable; every widget can be drag-n-dropped anywhere on the screen.
The toolbars themselves scale to the sides of the display (left for pits tweaks, right for in-race apps).

Activating the Camera Editor (dev tool) will let you manage individual view presets:
Steam\steamapps\common\assettocorsa\system\cfg\assetto_corsa.ini
ENABLE_DEV_APPS=1

Nanoblemish: aspect ratio affects the FOV of rear-view mirrors.

Ultra/Super-Wide Specific Solution & Issues:

Same as Widescreen.

Although not required for Hor+ gameplay, Triple Screen Rendering Mode works great to eliminate edge distortion (suggested values: Distance 1250, Angle 5, Margins 0). See below for more details.

Eyefinity / Surround Specific Solution & Issues:

Native support through manual settings.
The main UI will always run at desktop resolution, but rendering resolution must be selected from the Options menu's drop-down list.
For the best results, select a [b]regular[/b] resolution (no bezel compensation) and [b]Triple-Screen Rendering Mode[/b].

Triple Screen mode moves the pre-race toolbar toward the left of the center screen; in-race toolbar remains on the far right though.

The Triple Screen in-race app also allows for complete customization of the display:

  • ROTATION_SPINNER (or Angle) will effectively compensate edge distortion on the side screens. Experiment with it, there is no absolute "good" setting.
  • DISTANCE_SPINNER (or Distance) is a metric setting used to adjust the FOV. Decrease Distance to increase FOV.
  • SPINNER_SCREEN_WIDTH (or Screen Width) has the inverse effect as Distance. Increase Width to increase FOV.
  • MARGIN_SPINNER (or Margins) is used for bezel compensation and only affects the rendering (not the toolbars). Neat !

For example in 48:10 either
Distance 1000, Screen Width 1638 or
Distance 610, Screen Width 1000
result in a perfectly Hor+ cockpit view.

If you're not interested in fiddling with these settings, select Single Screen Rendering Mode instead. Shame on you, though.

Notes:

  • Default FOV is Vert- in Triple Screen Rendering Mode, but Multi-Mon with Single Screen Rendering is Hor+.
  • VFOV adjustment from either the Video Options menu, Onboard settings or Showroom view does not work in Multi-Mon resolutions. Other camera settings work but FOV must be adjusted in-race through Triple Screen widget. This indirect FOV setting will stick, you can adjust it once and forget about it forever.
  • Triple Screen FOV adjustment does not quite replace a locked VFOV; each camera view may not require the exact same amount of "fixing", but getting one camera right will make all others at least vastly Hor+. See Pit Stop comparison in Additional Screenshots.
  • Likewise, Showroom FOV is two-fold:

- external view is Hor+ by default, becomes Hor+/Vert+ after in-race adjustments.
- interior view is Vert- by default, becomes Hor+ after in-race adjustments.

4K UHD Specific Solution & Issues:

Native support.

  • UI is tiny. Note that the "launcher" (main menu) can be run windowed independently of gameplay.
  • Windows DPI settings can be ignored via a checkbox in Options, General.
4:3 Screenshot
16:10 Screenshot
16:9 Screenshot
21:9 Screenshot
32:9 Screenshot
Eyefinity / Surround Screenshot
4:3 FMV Cutscene
16:10 FMV Cutscene
16:9 FMV Cutscene
21:9 FMV Cutscene
Eyefinity / Surround FMV Cutscene
4:3 Menu
16:10 Menu
16:9 Menu
21:9 Menu
Eyefinity / Surround Menu
4K Gameplay Screenshot
4K FMV Cutscene
4K Menu Screenshot
Uploaded by: Rose
21:9 in Triple Screen Mode + 5 deg Angle
Uploaded by: Rose
Replay, 4:3
Uploaded by: Rose
Replay, 16:10
Uploaded by: Rose
Replay, 16:9
Uploaded by: Rose
Replay, 21:9
Uploaded by: Rose
Replay, 48:10
Uploaded by: Rose
External View & Pits Interface, 4:3
Uploaded by: Rose
External View & Pits Interface, 16:10
Uploaded by: Rose
External View & Pits Interface, 16:9
Uploaded by: Rose
External View & Pits Interface, 21:9
Uploaded by: Rose
External View & Pits Interface, 21:9 w/ Triple Screen Mode
Uploaded by: Rose
External View & Pits Interface, 48:10
Uploaded by: Rose
Showroom, 4:3
Uploaded by: Rose
Showroom, 16:10
Uploaded by: Rose
Showroom, 16:9
Uploaded by: Rose
Showroom, 21:9
Uploaded by: Rose
Showroom, 48:10
Uploaded by: Rose
PLP screenshot 3520x1080 (~21:6.44, ~16:4.91)
15:9 Resolutions:1280x768
Ultra/Super-Wide (21:9/32:9) Resolutions:2560x1080
Eyefinity / Surround Resolutions:
4K UHD Resolutions:3840x2160
Multi-Monitor Types:
Multi-Monitor Layouts: