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We've been here before with the likes of Project Cars, of course. There we had another ambitious PS4 and Xbox One racing sim that struck 60fps quite happily with eight cars and less, but cranking that to 16 and above caused it sub-50fps levels of performance. In Assetto Corsa's case however, the consequences for pushing the car count up are actually more restrictive. Even with just 10 cars on the road we're faced with performance at the lower end of 45-60fps. Taken to its maximum 16 cars, this number drops to the 35-50fps region on both consoles. One difference between Assetto Corsa and Project Cars (and indeed the F1 titles, which also possess similar performance issues) is that both PS4 and Xbox One operate at 1080p resolution, though the Sony console's anti-aliasing solution is more effective on smoothing off the jagged edges.
This is also coupled with full-screen tearing. In some respects this is a benefit to the game's playability; on the one hand, yes, it sticks out like a sore thumb when turning a corner - lateral motion plus sharp contrasting edges tends to exacerbate the visibility of the tear-lines. But on the other, this artefact means each frame is output as closely to its 16.7ms render time as possible. Whether the frame is complete or not, it gives the player as much visual feedback as possible within each second of gameplay - a crucial component of any racing sim.
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