@Ridox2JZGTE thanks for tagging me. I'll try to reiterate what I've said in your thread simply for the people in this thread.
Basically people need to know that physics and FFB are separate things. You can have good physics and poor FFB, bad physics and good FFB, bad both or good both.
Physics is related to the car's modelling and the game's physics engine. You can have great physics engine, with if a mod car is modelled with rubbish data then it's still gonna be crap.
FFB again is related to the game's output and your wheel settings. If a game has great FFB but you setup your wheel poorly, it's gonna be crap.
Taking into account all of this variable, plus how different people perceive things differently, no wonder we always get into heated arguments about which game is most realistic. The best way to test physics is always to drive it yourself, after optimizing the game and wheel settings. Also inter-game comparisons are totally meaningless unless you have the same car on the same track under the same weather conditions.
Now, with the objective stuff out of the way, we can start delving into the world of "subjective" feelings.
If you don't have a wheel, you can't feel FFB (obviously). This helps isolate physics and physics only. Ridox is using a controller so I trust him on physics discussions (but seriously mate, you should get a wheel too
). Before you slag him off for only using a controller, go drive his replicas in GT6. This guy single handedly made GT more realistic with only tuning screens than PD managed in 15+ years. And yes, his tunes work with wheels too.
I use a wheel, so any physics comparison that I do is going to be mixed with FFB effects. So I'm not gonna discuss physics. In any case, what you feel at the end of the day is what's coming from your hands gripping the wheel, so for me, the end product (physics + FFB) is what matters anyway.
Sidenote: with physics, there is also the discussion of "fudging" physics numbers to give more realistic end result, vs using "fully accurate" numbers but gives slightly different end result. But that will fill up another topic entirely.
Now onto FFB discussion.
Generally I divide FFB into 4 main "feelings":
- Weight transfer
- Tyre grip
- Losing grip (over/understeer)
- Road surface
Now, from what I experienced there are 3 sims that have the best FFB right now: AC, AMS and LFS.
AC excels in weight transfer and road surface. You can feel a car's heft more than any other game. Road surface is laser scanned so no contest there. Tyre grip is a bit vague, but with tyre model V10 this has been improved. Still not as good as LFS however. Losing grip I feel is also quite vague in AC.
AMS excels in tyre grip and losing grip situations. Weight transfer is adequate but not as good as AC. Road surface is as best as they can with non laser scanned tracks. With their latest update they added Pneumatic Trail Effects to the FFB calculations and it is practically as good as LFS in terms of giving you that feeling of "rubberiness". The sensation of approaching understeer/oversteer is very crisp and you can really drive on the edge of the friction circle.
LFS excels in tyre grip. No other game gives you that feeling of rubber meeting tarmac like LFS. Period. Weight transfer is adequate, but not as good as AC. Losing grip is also ok. Road surface is kinda lacking in my opinion. Their tracks are all fictional though so it might be due to the surface mesh. They recently added a laser scanned Rockingham but I haven't bought the license yet.
Besides those 3, the main contenders that I haven't tried are: RRRE, iRacing and rFactor 2.
PCARS I've tried briefly with a wheel at a friends house. It's better than GT, but not quite the same level as the top 3 above (both physics and FFB). The FFB settings wasn't optimised though, so I'm not willing to commit 100% to this conclusion.
GT6 and recently I've tried GTS, is still below PCARS in both physics and FFB. Matter of fact, the older ISImotor (rFactor 1) and Simbin games (GTR2/GTL/Race07) when set up properly are still better than GT6. That's how embarassingly behind PD is. What GT is good at is convenience. Their FFB doesn't need much tinkering to be good, and there isn't much you can do to "break" it. Whereas with old ISImotor/Simbin you need a LOT of tinkering. Also GT/PD somehow managed to eliminate deadzone for my G25 (which always has some in other games, even the top 3 above). So, not entirely horrible.
Forza I have only ever played with a controller, so I cannot comment with any authority.
Below that, you have Codemasters simcade offerings like Grid, Dirt (pre Dirt Rally) and F1 games.
Below that further you have the arcade games like NFS, which I wouldn't suggest playing with a wheel. Unless it's NFS Shift maybe. Driveclub is quite interesting because I've heard it's quite ok with a wheel. I'm looking forward to trying it out when I finally get a PS4.
I hope this helps clearing up discussions on what games are most realistic and what not. As I said earlier there are just so many variables, you cannot take what people say on the internet as gospel. The only way to judge is just try it yourself. However, I am confident that if you enjoy driving sims, you will love AC (bugs/limited content issues aside). I'm not going to lie, AC is basically a barebones hotlapping simulator with a crude "career" mode thrown on top. You are not going to get PCARS style seasons and racing for contracts. But if you love driving, and you have a wheel, it is the best we can get right now without going to a real track 👍👍👍
PS
@Ridox2JZGTE I did drove the RX7 in AC and compared it to your replica. I couldn't really feel any significant handling changes when releasing the throttle on hard cornering in AC. I tried really hard to get it to lose control, but most times it just understeers when roughed up. I dunno, maybe it's just my driving style. With your GT6 replica there is less understeer, but there's no sudden snap oversteer either when lifting mid corner. I think the effect of this dynamic rear toe is just so tiny tbh. There's no point worrying whether it's modelled or not