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September 2, 2026

Ocular Pro App | Preview

Ocular Pro is here. The app that's been sitting at the bottom of every What's Next list is out, and this is V1. If you've been waiting to see what it actually does, this is it.

Recap: what Ocular Pro is

Ocular is the post-processing filter line. Ocular Pro is something different, a client-side app for Assetto Corsa built on CSP Lua, and where the filter changes how the game is graded, the app changes what's actually in the scene. The lights on the track, the paint on your car, the water on the road, the glass in your windows.

All of it is yours alone. No file on disk is touched, nothing is written to the track or the car, and nobody else on the server sees any of it. Close the app, restart the session, and the game is exactly as it was.

Introduced to V1:

The headline is the track lights engine. Street lights, tunnel lights, traffic lights and signs are not baked into the map... CSP builds them from the track config, which is why "I want yellow tunnel lights" has always meant finding a whole different skin. Ocular Pro reads that config live, groups every light on the track by what it is and lets you re-color them on the spot. Streetlights to warm amber without dragging the tunnels with them. Tunnels to cold white without touching the traffic lights. And a force-on switch so they burn at any hour, which is the fix if you run a client-side time changer and the map insists it's noon.

Nothing is saved to a skin. It's live config, session only.

What's in the app

Track Lights — scan any track and get every light group it defines, bucketed into street, tunnel, traffic, signs, flood and bridge. Re-color by category or one group at a time, adjust brightness and reach, and force them on regardless of the sun.

Alt-Click Picker — hold Alt and click a lamp in the world to select it, object inspector style. No hunting through a list of eighty groups for the one you're looking at.

Under glow — up to 50 real light sources ringing the entire footprint of the car, so the bumpers light up instead of just the flanks. Steady, pulse or cycle, with volumetric shafts if you're on ExtraFX.

Music Sync — the under glow follows whatever you're playing. Spotify, browser, anything that reports to Windows. It reads the system audio meter and picks out beats as rises above the background, so a loud engine sits underneath the music instead of drowning it. Album art drives the color, and the stereo mix splits across the car, left channel on the left flank.

Car Paint — click a mesh to select it, click the same spot again to step to the one behind it. Color wheel, reflectance, metallic and matte on any material the car exposes. Paint goes into the detail map, so your reflections and shadows survive it, and one button puts your real skin back.

Wet Roads — one slider from dry to soaked, driving the actual road material reflectivity, plus standing water flooding. It reads your active track skin and overrides it where it has to, so it works on skinned tracks instead of quietly doing nothing.

Tire Fire — flames that cling to the tyre through a long burnout, the way they should look, or the geyser plume through the body if that's your thing, or both. Particles only: no wear, no overheating, no blowouts.

Glass — drop or remove your windows locally, remembered per car. Remote drivers still see your glass exactly where it was.

Right-click any slider or color wheel to snap it back to default. The whole window runs at 70% opacity by default so you can still see the road behind it.

Under the Hood

Session only, always — every system in the app pushes live config or live material state. Nothing writes to your ext_config, your skins or your car folder. There is a Reset Everything button, and closing the game does the same job.

Beat detection that ignores your engine — the Windows audio meter includes AC's own sound, so reacting to raw volume would just be an engine meter. Ocular Pro watches for rises above a rolling background instead. Six seconds of steady engine noise produces zero beats; a 120 BPM track buried under that same noise reads back at 120.

Skin-aware wet roads — a track skin ships its own material adjustments for the road, and those beat anything set at runtime. The app finds the sections that touch your road materials and overrides those specifically, leaving every property it doesn't need alone. Your road lighting stays exactly as you authored it.

No freezing on every change — reloading track config is expensive, so edits are held while you're dragging a slider and applied once on release. There's a Live toggle if you'd rather batch it all behind an Apply button.

Access:

Ocular Pro V1 will drop in 24 hours for EARLY ACCESS or above

Note: You can also purchase any membership on https://guaponso.com/ if you don't have payment methods that align with Patreon.

What's Next:

  • WeatherFX control built into the app

  • Key licensing tied directly to your membership

  • Pure PP brought into Ocular Pro — every filter value tweakable from the app

  • Multiple filter configs and presets running side by side, switchable on the fly

  • Config presets you can copy, paste and share

  • Ocular Graphics Pack 1.5 — new Ocular Installer, with Ocular Pro bundled in

— Guaponso / Guap


Comments (8)

V
VillainAndHeroes · September 26, 2026

can this run on pure gamma ?

G
Guaponso · September 27, 2026

yes! the app is not reliant on either pure engine (Gamma or LCS), all you need is up-to-date CSP (preferrably paid version) and my Ocular 1.5 PP-Filter (and also a key)

M
Miles · September 6, 2026

yoooooo unc i have a idea u should make a map that has an endless ocean like no bulidings or plants just a highway that has water around it. peep ts

G
Guaponso · September 6, 2026

i havent made a map yet brother but ill keep this in mind

B
Btapjug666 servers · September 5, 2026

Make this for beamng mane

G
Guaponso · September 5, 2026

lowkey ur on to something

l
lee · September 2, 2026

Will this be released on filter sub

G
Guaponso · September 2, 2026

no, filter access only gets the filter and necessities (csp, video & wheel settinngs) to get your game smooth & running