I dunno. Been revisiting F12010 & while there are some nice things about the game, I'd have a hard time really praising the physics - too much of what goes on seems to be "canned" or pre-scripted.
The difficulty factors in F12010 are learning how to avoid the exaggerated low-speed under-steer, & learning how to avoid spinning out on the curbs. Other than that, it's pretty much pedal-to-the metal. In contrast, F1CE requires a huge amount of concentration & precision at all times to get the braking points & gear shifts right, otherwise you'll find yourself off the track - which SURELY is the way it must be IRL?!
The experience of both games using a controller might be significantly different. With a wheel, F1CE provides a superb sense of immersion through the bumpy, shaking wheel - something that no other game I've tried even attempts. On the other hand, the actual cornering FFB in F1CE is lacking in feel & detail. F12011 has more descriptive FFB while cornering but it's disappointingly light.
The holy grail of FFB & physics would be GT5's detail, SCC's weight transfer, & F1CE's shakes & bumps. Throw in F12011's AI & you'd really have something! 👍
Each to their own Peter. F1:CE required accurate throttle and brake inputs, but that's really where the realism in cornering ends. What F1 2010 does brilliantly is the actual steering inputs are so much more fluid and lifelike than F1:CE, where its steering inputs are just not scaled correctly at all. This makes the game feel like a game, and unlike a real F1 car. F1 cars are meant to be extremely responsive, capable of quick direction changes which simply isn't the feeling of F1:CE's cars. There's virtually no 'feeling' from the driving in F1:CE, it's almost all aesthetic - driving along bumps in the road may have really nice FFB, but it's superficial and doesn't really affect your driving or lap time.
Plus I think you overstate the point about F1 cars requiring such precise inputs or else you'll go off the track - this is certainly true if it's being driven on the ragged edge. F1 teams aim to create a car that gives its driver confidence and allows him to extract the most potential out of it - it's eking out the final couple of seconds where only the best drivers in the world can manage, but up to this point many drivers can do this. Hence someone like Valentino Rossi (regardless of just how talented he is) being able to get within a second of Kimi Raikkonen's lap time around Catalunya. I don't mean to trivialise the skill of an F1 driver, but I really think it's overstated just how difficult these cars are meant to be to actually drive - as if you need to be an alien just to be able to keep it on the road.
Of course they would be impossible to a total novice put into the car with totally inadequate preparation, such as in Richard Hammond's case. But I believe with a little training and track time, almost anyone with the desire could get into an F1 car and at least drive it competently to get it round the track much, much more respectably than Hammond did.
I feel like i'm starting to retread old ground anyway, but my final point is that I believe F1 2010 replicates the
feeling of driving an F1 car much more accurately than F1:CE, which feels a little like it was designed without any real world driver feedback, and was designed by someone's perception of how an F1 car must handle from the outside looking in i.e. a characterless rocket ship, rather than a driver friendly whippet which I think F1 car designers aspire for their cars to feel like in the hands of their drivers, as that's the way to consistently extract the most potential from them.
P.S. Apologies if this seems like a bit of a digression, but these thoughts are constantly through my head when I drive F1 2010. The game recreates these basic experiences well if you allow for the simplicity of the actual physics engine, but it's still more complex than F1:CE's anyway.