Automobilista 2 V1.6.8 & Lamborghini Dream Pack PT2 RELEASED - Now Updated to V1.6.8.1

Discussion in 'Automobilista 2 - News & Announcements' started by Renato Simioni, Oct 2, 2025.

  1. Xzanman

    Xzanman Well-Known Member

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    It is definitely more immersion breaking to have wonky wheels on the AI when joining a multiplayer session, than not having a particular track side object in the correct place.
     
    • Agree Agree x 2
  2. CrapsJarrard

    CrapsJarrard Member

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    Wait a minute....

    If we ask for content to be added three times, does that mean Reiza has to do it? That is my takeaway from all of this.
     
    • Funny Funny x 2
    • Winner Winner x 1
  3. Aleks Hard

    Aleks Hard New Member

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    Dear developers, I really like what you are doing, but I have a few questions. Firstly, the side lights of the Diablo SV-R cannot shine like that. The light should be turned on from the fog lights. Secondly, please turn off the "transparency" of the rivals in offline mode. It's very unpleasant when they drive through you. Third, give the player the opportunity to choose his rivals' cars. Not the whole class, but for one specific car. AMS2 is the best sim, but it can get better. Thank you very much.
     
  4. F1Aussie

    F1Aussie Well-Known Member AMS2 Club Member

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    I only have brake and throttle in my pedal setup and have an SG Racing sequential and it works fine. I just used auto clutch and I only have to then use my steering wheel clutch at race start and leaving the pits if I want to.
     
  5. Mista

    Mista Member

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    Common guys, release please the TAA update asap, or public beta. And let time for the new 2005 content. We as VR gamer need such solutions like TAA. Thank you.
     
    • Disagree Disagree x 3
    • Optimistic Optimistic x 2
    • Agree Agree x 1
  6. TomLehockySVK

    TomLehockySVK Well-Known Member

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    I have NEVER seen good TAA in motion, just check this video as it results in ghosting ! I am curios about Reiza's implementation because as of right now i disable TAA in every existing thing and rather use FXAA.
     
    • Agree Agree x 3
    • Disagree Disagree x 2
  7. AlexBfromG

    AlexBfromG Well-Known Member

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    thats why i will not bother with Crap like AC Evo that has FSR, DLSS and whatever other upscale crap. i can live with stuff like that in a singleplayer action game, but not in a racer.
     
  8. Mista

    Mista Member

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    I think TAA plus AMD CAS will be at least for VR gamer a good performance/look compromise.
     
    • Agree Agree x 1
  9. Rix

    Rix Member AMS2 Club Member

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    Just my two pennies...

    Firstly, I actually agree with the no-clipping in offline mode. In AMS1, the A.I would get jammed in either entry to the pits, particularly at Brands Hatch, or get stuck in narrow parts. Also, some pits on some of the circuits have very limited space and you wouldn't be able to drive in to your box and out without hitting a car, or A.I hitting you or other A.I. This ghosting is also a benefit, because when A.I join the track after pitting, they move abruptly on to the driving line (such as during qualifying) and can ruin your hot lap by literally blocking you, so the no-clipping is a way to get around this.

    It would be nice if we had some message that an A.I car was pitting during the race, such as a flag or a spotter message, so that we could adjust our position on or off the driving line and also give you the option to turn clipping ON and OFF in-situ if you want it. I have been taken out by crazy A.I drivers giving me a pit manoeuvrer as they seem to still want the main driving line even when about to pit. They will be for example on the far left of the circuit out of the last corner, and then dive bomb to the right hand side pit entry. I have noticed sometimes A.I will try to stay kind of centre of the circuit and you know they are going to pit, but I can't say I've observed this on all circuits. It does make me wonder how some circuits (the actual real circuits) pit entry designs were signed off on as they seem to be totally in the wrong place.

    Also, one of my hopes is just simply being able to choose the exact cars inside a multi-class group. My silly version of this is that sometimes I would like just the Porsches from every class for a role playing 'Porsche bonanza' weekend, ...or have Puma GTB vs Opalas etc... I do hope Reiza will add this feature, as I feel it opens up a lot more for the player.
     
  10. bobbie424242

    bobbie424242 Well-Known Member AMS2 Club Member

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    I also want the ability to configure an AI grid exactly how you want it, up to each car model your want and its count. I made a detailed proposal on how it could work
    in this post
     
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  11. Nicolomba

    Nicolomba New Member

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    Hello community!
    Is there a tentative release date for the second part of the updates? I'm really looking forward to trying out the HUD overhaul and TAA implementation!
     
  12. Gillish

    Gillish Member

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    There have certainly been a lot of very blurry and ghosty versions of TAA/DLSS/FSR (all temporal AA solutions) *cough* ACC *cough*, and I think the guy from Threat Interactive has good points; temperal accumulation should not be a band-aid to fix any and all forms of noise/alliasing. Also, racing games are notoriously difficult for TAA because the scene is permanently in motion and that makes it very easy to spot ghosting, and also by their nature TAA is not as effective at smoothing jagged edges in motion, it works best when it can accumulate a number of very similar frames.

    However, there is also still a lot of progress being made in these technlogies, especially in DLSS4 and FSR4. Machine learning does really appear to help in combining multiple frames into a single higher-res, anti-alliassed frame. You should try it in for example Wreckfest 2. Personally, when using FSR4 at quality mode in that game, I find the image very sharp, stable and free of ghosting.
     
    Last edited: Oct 16, 2025 at 1:36 PM
    • Informative Informative x 1
  13. Ace

    Ace Active Member

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    I think the September blog post said "within a few more weeks" and "final months of 2025" for the TAA, HUD and 2005 era DLCs.
    I think the post mentioned a version 1.6.8.5 originally but that got removed. So I guess it's safe to say that all announced features will go live until the end of the year
     
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  14. bobbie424242

    bobbie424242 Well-Known Member AMS2 Club Member

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    DLSS and FSR4 are indeed a significant step up above TAA in term of image quality, especially DLAA (DLSS at native resolution). I hope Reiza dig into after TAA (which is kind of a prerequisite to DLSS/FSR).
     
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  15. Dud

    Dud Member

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    Quick question, was it all Vintage Tyres that were modified in the two latest updates, or was it specific to certain car classes?
     
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  16. Akak7

    Akak7 Active Member

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    Iracing's TAA certainly does a good job in my experience in VR
     
    • Informative Informative x 1
  17. mmertens

    mmertens Old school racer

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    I assume it’s for all cars that use vintage all weather tires. See below what was the post on the Dev Update:
    PHYSICS
    • Revised vintage all-weather tire treads
     

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