Not really, going by real life picture comparisons, look at the pictures and the areas Chronos pointed out, I never noticed the inaccuracys until I looked for them (after Chronos post) but they're clear now I have found them. I did the same search over the GT5P model and can't find any inaccuracys like that.
We will agree to disagree.
Can you explain further on how FM2 has substantially more physics going on? I've never played FM2 for more than 10 minutes, have seen plenty of footage but without some sitdown time I can't really comment on it myself.
In my experience so far (3 weeks with GT5p), I have noticed:
Tire Tracks - Forza remembers where your tires leave marks, be it from burnouts, sliding, skidding or from spinouts, and does this for all 8 cars on the track (AI or online with live people) for the duration of the race. I haven't seen this in GT5p.
Suspension - I have found that if I hit a wall or vehicle just right that the suspension has different levels of failure. Depending on how hard the hit is, the car will pull left or right a little (or a lot) depending on how bad it is. It also effects the downforce and tread wear on the tires that are pulling.
Shifting - I have found that if I over rev or damage my transmission or clutch in Forza 2, certain gears will skip, or the car will no longer redline, or some of the gears are stretched out. Depending on the severity, I have seen it where I can't even get the car into reverse.
Aerodynamics - I have found that, depending on the particular piece, if I lose any of my aero kit, the car handles differently. I end up getting either more downforce in the rear and less up front, or more in the front and less in the back. Top end is reduced, and cornering is hampered.
Tire wear - Maybe I just haven't felt it, but in GT5p, do the tires ever heat up and wear off? I haven't experienced it if it does. In Forza 3, you can bring up the tire wear and tire temps into your hud to monitor them. You can warm up the tires during warm up laps during online sessions before you go with a rolling start race. As the game progresses and the tires wear more, the car gets squirmy, braking is reduced as it tends to slide more, and feed back from the track in the FF changes. Going into the pits or pulling a black/red flag and waiting also brings the tires back to their cold temps.
And then, all the physics involved with the different parts you can buy and swap out. It changes the ride, the accelerations, the pull, the cornering and dipping, bottoming out, rumble strip vibration.
However, it seems that both games do very well with the draft physics (though I love the GT5p drafting sound in cockpit view, as everything quiets down when you get in the draft). Forza 2 just gives you a visual indicator when you are drafting). They both offer great feedback for over and understeer physics. GT5p has better "car weight" physics in my experience though. The cars actually FEEL heavy (because they are). I tend to feel the same weight when I am in a Cobalt or a Z06 in Forza 2.
Those are just off the top of my head right now. I just noticed a different focus in each game.
That said, I am LOVING GT5p. Oh, and I will probably NEVER pass A-8 passing all 16 cars