A Brand-New Particle System
Release 0.7 introduces
the particle system — one of the most requested visual effects since Early Access launched. Smoke, dust, dirt, spray and impact effects are now part of the driving experience in a way that matches the simulation depth already present under the hood.
What’s covered
- Tyre smoke now properly accompanies wheelspin, slides and drift work Dirt and dust kick up when the car runs across gravel, grass or off-circuit edges, making every excursion feel grounded and physical
- Spray builds correctly in wet conditions, contributing to both visual realism and racing immersion
- Impact and crash effects add weight and consequence to hard moments on track
The new effects are
enabled by default, with a fallback video setting available for lighter hardware configurations. Particle filtering for internal drivable cameras keeps the cockpit experience clean on cars with closed interiors.
Safety Rating Debut
Daily Racing Portal
Release 0.7 debuts
EVO SR (Safety Rating) on the Daily Racing Portal — a rethinking of what clean racing actually means on a multiplayer grid.
Where most platforms reward the simple absence of contact,
EVO SR measures the presence of close racing. Drivers gain rating by spending time running in close company with other cars without making contact. Contacts are read directly from impact data: aggressors pay, victims are protected, and severity scales smoothly so a light brush is absorbed while a heavy collision leaves a lasting mark.
Five tiers —
Rookie, D, C, B and A — chart progress from where every driver starts to a top tier that is earned, not stumbled into. The goal is to cultivate genuine racing, not cautious racing.
Renderer: New Texture Streamer and Lighting Refinements
0.7 ships a
refactored texture streaming pipeline, now driven by GPU feedback. The result is the elimination of random low-resolution textures on larger maps, more reliable vegetation quality, and a clear reduction in streaming-induced stutter. A new texture quality option in video settings gives players direct control over texture pool size and GPU bandwidth usage.
Alongside the streamer overhaul, a series of lighting and shading fixes clean up the on-screen image. Indirect specular contribution is now correctly handled in shadow. Cloud shadows now properly track the sky and dim the sun when it passes behind them. The fog formulation in cubemaps and mirrors has been aligned to the volumetric pass, producing more truthful reflections across all weather conditions.
Audio: Interior and Engine Work
The
Lotus Exige V6 receives brand-new interior sounds. The
Toyota Supra RZ in stock form gets a complete sound overhaul covering interior, exterior, custom turbo and custom backfires.
The
Toyota Supra drift variant has been fully reworked: revised turbo and rev-limiter rumble volumes, stabilised drivetrain wobble parameters, adjusted maximum boost pressure, refined part-throttle modulation and updated idle behaviour. The FMOD project has been updated to the latest version, and horn sounds refreshed across the affected cars.
Physics, Handling and Balancing
Physics work in 0.7 focuses on cleanup and balancing of the existing roster. A bug affecting caster adjustment on certain new suspension configurations has been fixed.
- BMW M3 E30 and Mercedes-Benz 190E — balancing pass that brings two of the most emblematic touring car icons into line for cleaner head-to-head encounters
- BMW M3 E46 — engine inertia tweaks
- Toyota GR86 — refreshed default setup
- VW Golf 8 GTI — adjusted power figures
Multiplayer, UI and Stability
On the multiplayer side, the results dump now carries mechanical variant and Performance Index, giving server operators and platforms more precise data for analysis. A tuning filter has been added, and the restart-session command now repairs all cars — removing one of the most common sources of frustration when relaunching a session after incidents.
In UI, the car specs sheet is now available on the mechanical variant selection screen. Customisation categories have been added to reduce clutter on cars with extensive parts lists. A new on-the-fly binding allows H-shifter inputs to be disabled in favour of sequential without leaving the session. Car number plates now correctly reflect player choices.
Under the hood, 0.7 includes a gameplay logic and architectural code revision, improvements to delta time handling when paused, replay movable object interpolation fixes, and a fix for a possible crash when quitting a session while the car is still loading.
Looking Ahead
Release 0.7 marks a turning point in the Early Access cycle. The Assetto Corsa SDK app formally reconnects EVO to one of the strongest pillars of the Assetto Corsa franchise. The new particle system closes one of the most visible gaps between the simulation underneath and the visual experience on screen. And the steady work on renderer, audio, physics and UI continues to reinforce the platform with every update.
EVO development continues with the same focus that has defined the Early Access programme: turning every release into measurable progress towards a deeper, more open and more credible driving simulation — in line with the vision of
Driving, Simulation, Evolved.