Video summary
How Realistic is Assetto Corsa Competizione?
Main summary
Key takeaways
Summary
James Baldwin tests the McLaren 720S GT3 Evo in Assetto Corsa Competizione (ACC) at Spa-Francorchamps, judging how closely the sim matches real GT3 driving. He notes that the car follows the SRO GT World Challenge specification, and that his extensive real-life experience with the McLaren—along with nearly 2,000 hours in ACC—informs his assessment.
Main Observations
- Sound: The McLaren’s in-car audio sounds inaccurate to Baldwin, though ACC’s cockpit audio can capture useful details such as bumps and kerb impacts in some cars. The external McLaren audio is more convincing, if not the best among the sims he has tried.
- Graphics and performance: ACC looks excellent, but its visuals can demand a powerful PC. Spa is an older laser-scanned version, so parts of the circuit no longer match the real track.
- Track conditions: ACC models changing track states, from green to optimum and through various wet conditions. However, grip feels too similar across the track: driving offline on marbles does not seem to cost as much grip as it would in real life.
- Force feedback: Baldwin finds some numbness around the steering’s centre, but says the feedback becomes detailed once the tyres are loaded. ACC does a particularly good job conveying the weight of GT3 cars.
- Braking: He considers ACC’s braking one of its biggest realism shortcomings. Drivers can stamp on the brakes and rely heavily on ABS, leaving less room for the finesse used in real racing. On the positive side, braking can raise brake and tyre temperatures and pressures, including during safety-car-style weaving.
- Suspension and kerbs: Bumps and kerbs can upset the car too harshly and unpredictably. Baldwin says the McLaren is especially troublesome, with suspension reactions that can cause violent bouncing.
- Tyres and driving style: Tyre temperature and pressure windows are a strong point, and the basic use of front and rear grip feels fairly representative. But the fastest driving style at the limit can involve excessive sliding, turning off traction control, and using large steering inputs—behaviour Baldwin says does not resemble real GT3 laps.
- Wet-weather physics: He finds ACC’s wet-weather model basic compared with iRacing. The dry racing line often remains the fastest route, whereas real drivers commonly adjust their lines and braking points in wet conditions.
Setup and Hot-Lap Notes
Baldwin uses a competitive, older esports-style setup, including maximum camber, low traction-control settings, brake pad 1, low fuel, relatively soft suspension, a rearward brake bias, and low front ride height. He stresses that his familiarity with ACC setups may affect the comparison.
In his unpractised Spa lap, he runs a 2:26.7. He uses the available track width, carries speed through Eau Rouge/Raidillon, and prioritizes clean exits—especially onto the long flat-out section before Blanchimont. He says the lap is slower than the pace of top ACC esports drivers, but compares favourably with times in several other sims he has tested.
Overall Verdict
Baldwin still considers ACC a strong GT3 simulation and a contender for the best in his comparison series, despite clear weaknesses in braking, kerb behaviour, off-line grip, wet-weather handling, and the McLaren’s cockpit sound. He does not declare it the outright best.
Gamers, Organizations, and Sources Mentioned
- James Baldwin — host, driver, and reviewer.
- Kunos — developer of ACC.
- GT World Challenge / SRO — series and specification context for the McLaren.
- Other sim titles cited for comparison: iRacing, Automobilista 2, Le Mans Ultimate, RaceRoom, and the original Assetto Corsa.
Rate this summary
Your feedback will help improve summaries.
Improve this summary
Reprocess with a stronger model when the summary feels incomplete or inaccurate.
Translate summary in another language
Ask questions to this video
Chat for follow-up questions, clarifications, and source-backed answers.