Which brings me to another point. The tracks. I remember hearing that Forza widened the tracks to play well with Xbox Live. You can tell because everything just feels off. It doesn't seem right. You look at other games and everything seems in proportion, however Forza almost seems as if the tracks are too big for the cars. Likewise the tracks seem too vibrant. All the colors seem too vibrant. I feel that GT got the way that colors look in the real world better than any other game. Real world is kinda bland unless you're looking at a screen. Forza just looks, off. I don't know what it is, because the models from the exterior are top notch (Not so when you get to the interior, everything is too big again with many cars) but it's something with the way the rendering is done. It looks too pretty, like it's showing off the graphical power more than trying to look real.
Whiel I would agree that istorically FM has been overblown, particulrly in contrast it did improve a lot for FM4 with soem of the overcast tracks.
However as far as tracks being too wide, well that would actually be track. The 'ring is too wide in FM and always has been, interestingly however that's not a T10 model, but one they inherited via MS from the PGR series. It is however a serious oversight that they have never redone it over the years.
My final point is how it is to drive the cars. GT feels boring. The sounds are lifeless, you have no sense of understeer in the wheel. (Seriously what is this? I can never tell when I understeer with a wheel) However, I like feeling dips and bumps and the car itself. Forza's FFB is kinda, blah. It's strong and feels nice but only exists to tell you where the grip and weight transfer are. Someone brought up a point saying that Forza's tracks are smooth. That is not the case and even the smoothest of tracks in Forza has bumps showing up on the suspension telemetry. The only problem is you don't feel those bumps. GT's wheel reacts realistic towards these dips and bumps. When you drive over a dip in the road you feel your wheel pull, why doesn't it do this in Forza?
Sorry but steering is in reality hardly affected at all by primary ride (which is what your describing), low frequency suspension changes of these types are dealt with by the springs and dampers and are felt with the body rather than transmitted via the steering (your body and arms may then move the steering but its not the other way around), its only when these become low frequency and high amplitude that they may affect the steering and again this would still be less distinct that the changes felt through the rest of car.
Consider a humpback bridge, at lower speeds you feel it through the car yet the steering is not affected at all (yet the suspension is working), as speeds increase you start to feel it through the steering but still not to the same degree as through the body of the car.
The only way to correctly simulate these forces is via a shaker rig (and that's a rather expensive and large solution) as such sim developers have always struggled with this one.
PD long ago opted (and have stuck with) the more involving and exciting, yet less accurate route of throwing it all into the steering FFB, works OK with a controller as its rumble rather than FFB. However it plays havok with correct steering feel on a wheel and is one of the causes of the need to fight the wheel at high speeds (which is so overblown its silly). This is in my opinion on of these magical 'GT has better feel' things that gets thrown about.
T10 when down the less involving and less exciting, but more accurate route of showing this via cockpit movement. It does lead to some people finding the FFB from FM a little involving. It does however provide a cleaner interpretation of the feedback that should be present, particularly with a wheel.
Now neither is 100% the right way of doing it, but I would rather take T10's take on how to show primary ride over PD's, its the slightly more realistic route and provides a far cleaner route for the FFB that should be present (self aligning torque changes and secondary ride feedback) to be interpreted.