myke6699 in reply to otago:
And what's best rating of physics according to you? Is really timing that important? What if developers lenghten the straights a bit so that you don't notice, but so that they can get more realistic times etc. ?
1) The feel of the car you get.
2) The times.
3) The difficulty.
4) What developers say.
I noticed this trend of people rating physics according to either their imagination (how they imagine that real car behaves), difficulty ("the harder the better"), the times, and by pure belief to what developers say. I think the very main rating should be the feel from game, compared to the feel from real life experience - expected car reactions, car behaviour etc.
As far as tracks are concerned I think driving on a real thing is needed to properly judge them, but based on someone's videos from this thread it indeed seems that Suzuka looks too flat.
Video comparisons have made checking the 'realism' of games like Forza much, much easier.
Firstly, track accuracy:
Is a track super-smooth in-game, while the real thing is rough as guts?
Is it the right length? We can easily find out what length the track is IRL, and you can figure out how long it is in-game (to a reasonable degree) by driving along at a set speed and timing a lap.
Is it the right shape; are the corners in the right places, are the elevation changes done accurately? Are the braking markers there?
Is the track the right width?
Secondly, car performance. If the tracks fail in any way (see above), there's probably little point even going this far.
Does the car accelerate at a realistic rate?
Is the sop speed correct?
Is the car the right size/shape? If not, then the wheels won't be where they're supposed to be, will they?
Does the car drive like it does in the videos and in the reviews?
Are the lap times close to the real thing (with as many variables taken into account)?
TBH, once a game has ALL those things down, then any lack of realism is going to be negligible.
Beyond that, there's going to be flaws in any other means. A car will only 'feel' right if that's what you expect it to feel like, regardless of whether you've a) driven the car, or b)haven't.
Lap times are a reasonably good benchmark, because, all other things being equal, it's the least opinion-based.
Difficulty is just like feel; and many people are ignorant of the levels of difficulty. ie in GT5P the GTR is relatively well-behaved, it doesn't exactly wallow over the place, nor does it have power-down issues (at all). Heck, I'll even say it holds itself better and more stably into, through and out of corners than the Corvette. While people may claim it is therefore a less difficult car to drive, apply the pressure and it's every bit as difficult to nail perfect lap times as the Corvette is. Of course, if you screw up, the result isn't always as bad, but that's not the point.
What developers say regarding realism generally isn't to be trusted. It is to be tested.
For example, this:
http://forums.forzamotorsport.net/forums/1/1065747/ShowThread.aspx
brought to light some of the compromises to the accuracy that I doubt many F2 players wouldn't have known.