
Assets within the game, such as foliage, lighting can then be examined to enhance the visual environments Then the strike team listing the items, looking at each individual element.
ASSETTO CORSA COMPETIZIONE CARS FULL
“Seeing the game run in full frames per second with minimal graphic compromise is a delight, it always makes me smile!”įrom the artistry side of the game, we identify core ‘hero’ assets such as the tracks and the officially licenced cars that are paramount to the accuracy of the driving experience. Freeing up additional memory while enhancing game experience. With our innovative problem-solving skills we created an asynchronous loading queue based on popular user selections. It allowed us to get to feature parity with the PC version. We optimised code by keeping less of the game loaded at any one time and fine-tuned graphic assets to maintain their visual quality. This required some smart work by setting some limitations For example, at this stage we set targets for the maximum number of cars in a race on console from 37 to 20. To successfully include these extra features, we revisited large areas of the game to reassess our optimisations in performance and memory.

However, as the project developed the PC game had evolved, expanding on the scope of the game for console.

Originally, Kunos and 505 were planning a limited-service plan with some tracks and cars for downloadable content (DLC).
