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Automobilista 2 V1.6.9 RELEASED - Now Updated to V1.6.9.2

Discussion in 'Automobilista 2 - News & Announcements' started by Renato Simioni, Dec 23, 2025.

  1. Marius H

    Marius H Forum moderator Staff Member AMS2 Club Member

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    Checked it myself. I've forwarded it internally. Thanks!
     
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  2. valverde

    valverde New Member

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    Merci pour:hurrayreiza:
    V1.6.9.2 CHANGELOG

    • Aston Martin Vantage GT3 Evo: Fixed white-looking lower LOD issue
     
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  3. Renato Simioni

    Renato Simioni Administrator Staff Member

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    A new build of V1.6.9.2 just went live addressing the bug with the Porsche Cayman GT4 and fixes a potential CTD loading replays from Nurburgring Tourist; the Racin´ USA Bonus content has also temporarily been made available again for everyone while we sort out an issue on the backend causing it not to be available for Season Pass owners as it should be.
     
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  4. Ace

    Ace Well-Known Member

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    Only had time for a very short race yesterday, but the update of blue flag behaviour for endruance classes is amazing, thank you so much for this. The slower classes now don't slow down on purpose, but just leave the faster cars a bit of space to move through when they pull up.

    Can we get an official statement if Ligier 2025 will ever be split up in two seperate classes? I really like the cars but it just has so many flaws by being counted as one class (scoring, AI slower class fighting the faster one, can't set up custom grid count, etc)
     
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  5. Ernesto_171

    Ernesto_171 Active Member

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    Tested with Quest 2, Max resolution, 1.3 Supersampling, and 80Hz refresh rate.
     
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  6. bazziboy

    bazziboy Member

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    Nice to hear :)

    I don't have tried the newest iteration yet but it gave me better FPS while looking good.
    One thing i had noticed with TAA was a not good looking moiree-effect on some curbs.
    Not using VR but a 27" Monitor at max 165Hz.
    Will try the newest implementation and see if that's still the case.

    Edit: I can confirm that the moiree is still there and supersampling has no effect on that.
    Sharpening is at 100. With MSAA the effect is much less noticible but here other parts of the screen are more flickering. Unfortunately i can't provide a screenshot of it because my screenshots of AMS2 in steam look like this since some time :

    Steam Community :: Screenshot

    To reproduce it try the curbs at Watkins Glen on the left after the first corner.
    It happens where the dark lines alternate with the red ones. In motion there's
    black waves wandering from left to right, which makes it look unstable.

    Still, TAA seems to be the best option for me.
     
    Last edited: Jan 14, 2026 at 12:29 PM
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  7. Cas

    Cas Member

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    This happens because the moire effect is a part of the non-antialiased frame:
    upload_2026-1-14_12-48-8.png

    TAA's jitter does mean it can resolve what is effectively a supersampled image, but the jitter isn't sufficient to hit other colours in the curb pattern.
    Usually texture filtering will avoid this, but the curbs are 3D so it's a geometry aliasing issue that MSAA resolves better
     
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  8. Ilkoko matias

    Ilkoko matias New Member

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    Did they fix the free camera issue? I've had the problem where I switched to the new aerial camera, and when I went into a race, it didn't return me to the car. It should automatically return when I switch sessions.
     
  9. WizL94

    WizL94 Active Member

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  10. bazziboy

    bazziboy Member

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    I see, good explanation. So the dark lines i mentioned are not part of the texture, but actually shadows thrown by the geometry and lighting? If so, would better shadow quality in the settings help with that?
     
  11. F_B

    F_B Well-Known Member AMS2 Club Member

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    Now I understand where the term roadtrip comes from....
     
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  12. Marius H

    Marius H Forum moderator Staff Member AMS2 Club Member

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    Hi,

    Good question. That’s what the bug report topic is for. See the link here:
    Bug Reports - Automobilista 2 (Read the Opening Post)

    Please use the appropriate format and include as many details as possible about the bug or issue you’re experiencing. My colleagues can pick it up easier this way as they read the topic.

    Thank you.
     
    Last edited: Jan 14, 2026 at 6:01 PM
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  13. Xenix74

    Xenix74 Active Member

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    He's talking about texture filtering. I think he means you could experiment a bit with anistrophic filtering. With 16x or 8x anistrophic filtering, the image often becomes very harsh and jagged.

    It's never truly perfect. Either some areas have textures that are too soft, while others are too sharp. Very sharp textures can appear jerky in motion, even though the frame rate and frame times don't change. The image becomes unsettled, and the eye keeps wandering to those areas.

    Even if you'd like to set it to 16x because of the minimal performance loss, it's sometimes counterproductive in VR. I've observed the exact same jagged edges in Live for Speed. The positive aspect of this simulation is that you can adjust all the graphics options live on the track. It makes you realize that less is sometimes much more.

    It reminds me of the sharpness function on a TV. Sometimes it looks great, and two seconds later you see scenes where it looks incredibly bad.

    In VR, the duvet always looks too short. One leg is always sticking out. :D
     
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  14. gian

    gian Administrator Staff Member AMS2 Club Member

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    Nothing has changed, but the duration of FCY on oval tracks depends on race length. On long races there is pit closed/open rule so the SC does 4 laps, while on short races there isn't pit closed rule so its 1, 2 or 3 laps.

    On long oval races the SC does 4 laps in AMS2:

    - the first lap is when it leaves the pits and it keeps the pits closed until it crosses the S/F line for the first time.
    - When it opesn the second lap, it opens the pits. By the end of the second lap the drivers who want enter the pit.
    - During the third SC lap and the initial part of the fourth lap the drivers who pitted reach the SC group.
    - in the end of the fourth lap the SC moves to pits and race resumes.

    If the whole group could reach the SC during the first SC lap before the pit entrance point we could perhaps open the pits during the first lap instead of opening on the second lap, however thats not common to happen, in most cases the group reaches on second lap.

    And the reason why theres 2 laps after the pit open lap is because we measured it internally and its not possible for all cars that pitted to reach the SC if there was just one lap there. Again, in some not common cases they all might reach the SC in one lap after pit, like when just a few drivers pit, so there could be a dynamic check there to make the SC do 1 less lap.

    So in summary the SC does the minimun ammount of laps it needs to do for a realistic pit closed/open phase in long oval races that allows for strategies similar to real life, which is part of the heart of oval racing.

    If the SC is doing more than 4 laps as reported, then its a bug, but Im not aware, I would need to see a video of it to infer what happened.

    Also if other sims handle the num of laps in a more clever way, without compromising the strategies aspect, you are welcome to share videos of them for us to consider improving it.

    Theres plan to add user settings to configure several aspects of the SC rules in the future, and more dynamic checks for number of laps based on group conditions, but for now it uses generic rules based on track type and race lenght.
     
    Last edited: Jan 14, 2026 at 8:03 PM
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  15. Ace

    Ace Well-Known Member

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    Just wanted to add some flaws that I see in the current safety car logic in AMS2 that could be improved in the future:
    • Currently the field get's sorted just by the current position on track to each other when the SC phase starts. In real life the field always get sorted by class and positioning of each class, so everyone can have a fair restart in their class and how their class is sorted in the race.
    • In multiclass or being laps behind race leader the current sorting can lead to unfair advantages since the split who has to catch up to the end of the field in made via the raceleader. Let's say your next opponent is just meters away from you, but the race leader is in between in your fight. When SC appear you will now be stuck behind race leader while the opponent is allowed to catch up a full lap to the end of the field.
    • Currently Safety Car can end before the whole field has catched up. This also can lead to quite an disadvantage when your race resumes before you're back of the field
    • Cherry on top would be but a differentiation between FCY (countdown to a speed limit without sorting cars) and SC (sorting all cars by classes and position)
     
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  16. jota.191

    jota.191 (I'm Lando in AMS2 lobbies) AMS2 Club Member

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    I tried an Indy 250 with FUSA G1 (until I crashed,haha). Open wheel oval AI is in the best spot it has ever been. They still pack race a lot making the experience not quite there yet.
     

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