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{"id":3012677,"date":"2020-07-16T16:40:00","date_gmt":"2020-07-16T14:40:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/assetto_corsa_competizione-2\/3012677"},"modified":"2024-07-17T14:18:17","modified_gmt":"2024-07-17T12:18:17","slug":"assetto_corsa_competizione-2","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/test\/assetto_corsa_competizione-2\/3012677","title":{"rendered":"Assetto Corsa Competizione (Rennspiel) – R\u00fcckstand durch Technik"},"content":{"rendered":"Die goldene Regel<\/strong>
Es gibt so etwas wie eine ungeschriebene Regel, wenn man ein Rennspiel mit einem halbwegs simulativen Anspruch entwickeln m\u00f6chte: Eine Bildrate von 60fps ist Pflicht! Am PC ist das seit gef\u00fchlten Ewigkeiten der Standard, doch auch auf den Konsolen gab man sich vor allem in der aktuellen Generation viel M\u00fche, dieses Ziel auch dort zu erreichen. Forza Motorsport schafft es, Gran Turismo Sport schafft es, Dirt Rally schafft es, F1 schafft es, Assetto Corsa schafft es. Selbst Milestone realisierte bei MotoGP irgendwann eine Darstellung mit 60 Bildern pro Sekunde, was Climax bereits auf der ersten Xbox bei MotoGP 3: Ultimate Racing Technology gelang.
Kunos Simulazioni schafft es dagegen nicht, obwohl die 60fps auch f\u00fcr das brillante Fahrgef\u00fchl und die akkurate Umsetzung der Physik auf den Konsolen so essenziell wichtig gewesen w\u00e4ren. Aber schon auf dem PC sorgte der Umstieg auf die Unreal Engine im Gegensatz zum Vorg\u00e4nger f\u00fcr deutlich gestiegene Hardwareanforderungen, um hohe Bildraten zu erreichen. Von daher grenzt es fast schon an ein kleines Wunder, dass die Rennsimulation es \u00fcberhaupt noch irgendwie auf die leistungstechnisch im Vergleich eher schwachbr\u00fcstigen Konsolen von Sony und Microsoft geschafft hat.