Kunos Simulazioni and 505 Games have released the Version 0.8 Update for the Early Access Assetto Corsa Evo. This update introduces 3 new cars (KTM X-Bow GT2, KTM X-Bow GT4, Volkswagen Golf 8 R) and a brand new track in the form of the South African Kyalami Grand Prix Circuit.
Furthermore, Release 0.8 is bringing us additional user-generated content abilities and a major VR rework. Alongside the comprehensive VR overhaul, V0.8 also introduces the next major step for the EVO user-generated content ecosystem, with external livery creation and the arrival of multiplayer support for user-generated content.
Check out the full changelog below.
User Generated Content Steps Up: External Liveries and Multiplayer Car Content
Release 0.8 takes the custom content story opened by 0.7 and pushes it decisively forward. Where the first car editor release was limited to Single Player, community-created cars can now be brought into Multiplayer!
On the Multiplayer side, the server launcher now supports modded car content, with a SHA verification layer that rejects modified cars or incorrect mod versions before they reach the grid. This keeps competitive integrity intact — every car on the server is the car it claims to be — while finally letting community content take its place in online racing. A new entry-list capability for defining starting order rounds out the toolset for organisers and league operators.
For creators, external livery creation support opens the second stage of the roadmap to versatility, moving beyond the car itself toward the personalisation layer that has always been central to Assetto Corsa culture and to the online racing community.
Note: KUNOS Simulazioni and 505 Games encourage experimentation but do not endorse or take responsibility for community content that infringes trademarks, licences, brand guidelines or any other policy or law, or that compromises the game’s stability. Creators are asked to respect rights-holders and platform rules when producing and sharing content.
A Major Step Forward for VR
Release 0.8 delivers the most significant VR update of the Early Access cycle to date, reworking the headset experience around performance, clarity and comfort. The headline is foveated rendering, including an eye-tracked variant on supported hardware and more aggressive foveating presets, which concentrates rendering effort where the eye is actually looking, reclaiming performance without a visible cost to perceived sharpness.
Around it sits a full suite of new controls and optimisations: a pixel-density slider from 50% up to 150%, a world-scale option, supersampling, and a custom MSAA resolve tuned specifically for VR to reduce aliasing. VR now uses its own dedicated video-settings profile, separate from the flat-screen game, so headset and monitor configurations no longer compete. Performance-minded options, including a ‘prefer FPS over latency’ mode and an optimised pass that skips unnecessary work when upscalers are not in use, give players meaningful headroom to tune the experience to their rig, while the renderer now draws straight into the OpenXR swapchain to avoid an extra copy.
The first set of VR options is now exposed directly in the UI, with further settings to follow as the interface is completed (internal: a small number of VR options, including the VR sunglasses mode, are present but not yet fully tuned).
Further Core Improvements and Ongoing Development
Renderer: Dynamic VRAM Management and Visual Fidelity
0.8 continues the rendering overhaul begun with 0.7’s GPU-feedback texture streamer, this time centred on memory. New dynamically resizable texture and mesh streaming pools operate against a real-time VRAM budget, keeping memory use within the available headroom on a given GPU.
The work is backed by enhanced VRAM reporting and a new tracking category for non-streamed car resources such as numbers and decals, alongside a broad set of targeted optimisations across particles, clouds, material heaps, readback passes and shadow maps.
On the visual side, the release introduces supersampling and enhanced windshield rendering, complete with an updated wiper refraction effect and a new windshield raindrop splash that adds tangible texture to wet running. An updated panini projection improves wide field-of-view framing, HiZ occlusion now uses a reprojected view to mitigate the flickering of trees and other objects at culling edges, and an early-culling issue in mirrors on the ultra setting has been resolved.
Changelog V0.8:
CONTENT
- KTM X-Bow GT2
- KTM X-Bow GT4
- Volkswagen Golf 8 R
- Kyalami
GENERAL
- external livery creation support
- fix for crash when player is changing car setup while the session changes or restarts
- added protection for controls listening while the session changes or restarts
- fixed a crash when starting the game from a mapped network drive
- fixed empty showroom showing briefly after launch before the splash screens
- added numberplate selector in the paintshop for relevant cars
MP
- possible crash fix when joining an MP server
- server/MP chat: feedback after using admin commands
- fix for a startup crash
- fix for crash when failing to connect to a server
- fixed a crash when session switching while player is still loading the previous session
- updated Ferrari SP3 gearbox sounds
- MP: entrylist to allow defining starting order
- MP: server launcher support for modded car content
- MP: reject modified cars or incorrect mod version with SHA check
- fix for players being able to call the pause menu in MP while driving
- fixed car receiving damage when spawning on shared box in MP
- fixed freeze and crash when the player is spamming input during session join
GAMEPLAY
- fixed hotstint game mode bugs with timing and results
- fixed hotstint lap counter
- fixed fuel still influencing pitstop time even if refuel amount exceeded tank capacity
- fixed popup headlights not being synced with the gameplay logic
PHYSICS/HANDLING
- removed rev limiter choking
- telemetry laps enabled in Datsun default setup
- DCT – added min filter throttle cut
- Ferrari Daytona SP3 – restored launch control
- rebaked dynamic track maps using revised logic
RENDERER
- add projection correction
- introduced supersampling
- dynamic resizable texture pool and mesh streaming pool with real-time budget (this is used to keep vram within the available vram budget)
- mesh streamer new logic
- particles vram optimization
- instanced skeleton optimization
- enhanced vram reporting
- add new vram usage category to keep track of the resources of the cars that are not streamed
- clouds vram optimization
- material aggregate heap vram optimization
- readback passes vram optimization
- esm vram optimization
- buddy allocator peak stats
- enhanced windshield rendering
- update wipers refraction effect
- added windshield raindrop splash effect
- improved f+ tiled culling algorithm
- hiz occlusion now uses reprojected view – this should mitigate flickering of trees and other objects that were cull-glitching
- fix for early culling in mirrors when ultra setting is selected
- fix tree popping in cockpit view on certain camera conditions
- fix 9070xt and rx7600 recurring crashes
VR
- hidden mask optimization
- single pass stereo VR rendering
- foveated rendering
- pixel density slider (50% up to 150%)
- custom VR resolve for MSAA (reduced aliasing with spatial resolve with depth reprojection – do not use velocity or flags buffers)
- world scale option
- spectator window off by default and add an option to turn it on
- prefer fps over latency option (similar to turbo mode of the openxr toolkit)
- dedicated video settings file from VR – split video settings: VR uses vr. videosettings while the rest of the game uses video.videosettings
- optimized VR pass by skipping passes if upscalers are not used
- renderer draws straight into the OpenXR swapchain image (avoid copy opt)
- added VR settings in the UI – the other non-VR settings are yet to be added
- more aggressive foveating presets
- eye-tracked foveated rendering
- fixed a few IQ problems
- VR sunglasses option
GRAPHICS
- race cars with plain liveries and material setup for external liveries
- remapped cloud levels and aligned the graphics to the new physics ranges
- aligned tarmac wet shader to new physics ranges
AUDIO
- added timestamp comparison to collision event filter (fixes bottoming sound)
UI
- fixed freecam widget not showing data when having the scene selector active in the showroom
- numberplates – number type now includes cap to max digits
- localization updates
Official Webpage – assettocorsa.gg/assetto-corsa-evo
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