At the moment, the publisher is estimating that v1.8 will arrive “by the end of Summer in September”. This surprisingly piecemeal approach adds significant development time, and the result is that it’s difficult for 505 Games to provide a precise date for completion. That means it needs to take every possible car on every possible tire around all of the tracks, including run-off areas and curbing, in all weather conditions, to ensure the experience is consistent. In order to make sure each car behaves as it ought, Untold is assessing each car, each tire, each corner, and each surface individually.
The process of implementing the PC physics update to the PS5/XBSeries console ports is seemingly not a simple task. Fans may recall that d3t handled the eight-gen console port. Any low level kernel differences will most probably be handled by the Unreal Engine itself.Īccording to 505 Games, Untold Games is handling the conversion process, as it did for the ninth-gen console version of ACC. There are no fundamental hardware architecture differences, both PS5 and Xbox Series are basically PCs with AMD x86 Zen 2 CPUs and RDNA 2 GPUs.
Of course, the software industry has best practices for these scenarios which would solve the issues, but applying those might have meant more work and delays for Kunos on their PC efforts than they probably wanted to implement.ĪCC is built on Unreal Engine, which allows developers to build code on all those platforms with the same codebase. From those options, it appears they chose the former. They have two choices: manually applying those 1.8 changes over the console-specific code they wrote, or re-writing the console-specific code again from scratch using ACC 1.8 PC codebase as starting point. If that code contains many breaking changes, which it seems like it does, Untold can't apply those same changes automatically. Kunos continued to evolve the PC code into version 1.8. What I assume happened is that Untold Games forked Kunos' ACC 1.7 PC code and wrote all the necessary console-specific code. Any low level kernel differences will most probably be handled by the Unreal Engine itself. Click to expand.ACC is built on Unreal Engine, which allows developers to build code on all those platforms with the same codebase.