To determine what the physics say in game, use input > physics > output. The physics are whatever the rules of the system you're testing are, be it reality of a game. It can apply to Need for Speed even because even though it's an arcade game, it has self consistent physics.
I think you missed my point here, which was essentially that this whole:
input > physics > output
Is your belief of how GT works and may not be the case at all.
I gave a specific example of where it isn't the case to show that a Game world isn't limited to the same laws of physics that the real world is.
For all you know there may be like you said "Hard Coded" Tyre grip fixes that Polyphony have to apply in order to make the overall simulation seem more realistic.
Obviously they cannot calculate everything that happens in real world physics, so their game is going to have to take short cuts.
These fixes may be applied differently to a player using the controller than they are to a player using a wheel, most likely due to the situations we are all aware of, that it is harder to hold a specific angle of the wheel and it is easier to overcome the friction and travel required to vastly alter that angle of wheel.
There is no guarantee that they have to compile all of the inputs, feed them into something that calculates the physics and then gives an output.
I gave an example of where this is not the most efficient way to do things in the game, as the player would have to sit and wait for all the cars to drive back to the start line again, as they would in the real world which wouldn't make the game much fun.
Another example is how the AI cars behave once they are collided with compared to how your car behaves when it is collided with. These are also vastly different. PD has had to take short cuts because it is more important for your car to behave realistically in that situation than it is for an AI car, so they don't perform as accurate a simulation for the AI cars which in turn saves them processor time allowing them to have more cars on track, or perhaps dedicate more time to the players car physics.
The fact that controller players can actually compete at all and are able to gold the X1 challenge (which is the only thing I haven't completed in the game
) is a testament to Polyphony's excellent work to balance the two.
I do not believe that the balancing applies only at an input level.
Tell me, can you also use the controller to steer whilst a wheel is the main controller? Can you use it to accelerate or brake? Why do you think that is the case if the balancing is simply down to adjusting the controller input?
Tell me, are there any cars in the real world that use a joystick similar to the way people play GT? Why do you think that is the case if Polyphony are able to fix the inputs, why can't car manufacturers? Obviously a lot of people prefer to drive that way otherwise they would have bought a steering wheel right?
I believe you can prove that GT does not hold to this process:
input > physics > output
by doing the following:
Take a car out on a large curve, and follow the curve.
Using the controller, input minor fluctuations either side of the wheel direction that is required to follow the curve, now increase those fluctuations slowly until the car no longer follows the curve.
Watch the replay and notice that the wheel can be altering direction quite erratically whilst the car still seems to follow an overall approximation of the curve. Note that these fluctuations in the steering wheel do not appear to have any significant bearing on the stance of the car.
Do exactly the same thing, but with a wheel.
Note that as soon as you start to fluctuate, the stance of the car will also fluctuate, you will find that it is impossible in the replay to duplicate those fluctuations in the direction of the steering wheels and still have the car follow the curve as you could with the controller.
This will prove that the balancing is happening in more areas than the input alone, and in my opinion also very likely to impact the physics that can be applied to a controller player and thereby resulting in players like yourself who are not just trying to follow that curve, but truly wanting to experience the full physics simulation being dissatisfied.
I believe you would be in the minority of GT Game Players, so Polyphony is likely to cater for the majority.
Most of us who want to experience the full physics have gone out and bought a wheel, I would highly recommend it, you will not be disappointed.