Now that Assetto Corsa has launched their first version of multiplayer, it's interesting to compare it with rF2 and see what they do better/worse and what could be improved in rF2. Obviously AC multiplayer is still in early alpha, but at moment they have 500+ players online according to server listing, so obviously they are doing something right. Plus (compared to rF2): - Nice menu overview of servers, showing track, all cars available, current session, pings etc. Also filter by password. Why can't rF2 have these basic features in menu as well, such as filtering options and pings, after 2 years of development? - When you don't have available content (tried to join server with modded Zolder track), it simply says "Server contains unavailable content". I think there is no track rotation allowed, so they escape the issue with rF2 where you have to download XX tracks to join a server. - It seems that latencies are rather good and the MP implementation works well when latencies remain under 100 ms - The booking system can be useful for scheduled events in leagues, you know exactly when the event is about to start Minus: - Huge limitations with booking system. Servers get full quickly but some of the booked drivers might be gone by the time the event starts. Too inflexible. - Noticeable jitter when pings grow over 100 ms - Big lack of features in general, voting, etc. - Long list of unfinished stuff I haven't tested the dedi yet myself so can't comment on that. But even this alpha multiplayer has a few things that are better done than rF2. Especially the menu overview, I really like that. Also, servers are much more accessible than in rF2, with no need to download several tracks to join. The rF2 getmod URL system really needs to be made more user friendly so that servers with custom mods would rely more on it. Anyway, apart from the accessibility and menu, rF2 multiplayer is technically superior at moment. I just hope those small issues would be fixed one day in rF2.