I'm glad many of you have had the chance to try out the FM7 demo!
I had the pleasure of playing the same demo a while back and my relationship with Porsche, along with my racing experience with the brand, gives me a unique opportunity to share some insight with some of you now that the demo has been released.
From what I understand based on my conversations with Turn 10 Studios, one of the main purposes of the demo is for users to experience how their hardware handles the title. If your system runs the demo without a hitch - then your system will handle the full title just fine! I was told that further improvements have been made since the demo was first shown at E3 and I imagine they'll continue to optimize the game post launch. The demo is as much of a benchmark test as it is a demonstration of what's to come.
I've seen a lot of concerns about the handling of the Porsche 911 GT2 RS - and yes, I read all 9 pages of this thread about it. Let me begin by saying that the GT2 RS was a very, very well kept secret as far as automotive secrets go. I was very involved in the development of the latest generation 911 GT3 RS, but I knew little to nothing about the GT2 RS - so well done to both Porsche and Turn 10 Studios!
That being said, I am very aware of the issues some of you have brought up. From what I can tell there are a few factors that play into this, including Forza's physics model, the weight distribution of the car and Forza's handling model.
I'm a huge fan of what Turn 10 has accomplished with their vehicle data and physics. There are a lot of things going on "under the hood" that is super impressive - but a lot of it gets suppressed and watered down when it gets delivered. Forza games have a huge tendency to provoke understeer in cars. No, I am not talking about the annoying and non-adjustable speed sensitive steering that controller users have to put up with. Cars in Forza understeer like pigs compared to their real life counterparts. The 911RSR from FM4, for example, drives like a pile of rotten dog doodoo compared to a real life road going 911 GT3 or even Turbo. I had an extensive talk with the head chap of Turn 10 physics team about car handling when I advised them at Mazda Raceway Laguna Seca and the short answer was that the 360 could not handle the amount of data they were tossing at the user. I've posted about that interview before if anyone is interested to hear more about it.
But this causes a big problem for FM users. Firstly you have to understand T10's position. They are not a developer for sim racers - not anymore. Back when the original titles released, they were competing head to head with Gran Turismo. This is no longer the case. Forza Motorsport is a launch title game and a flagship title for an entire gaming brand. This changes their stance from "Catered to a niche market" to "Catered for the masses", and T10 does this brilliantly. But how on Earth does one make a Porsche 911 GT2 RS handle very closely to the real thing and still make it easy enough for a 10-year old to drive? Simple - you can't. Well, not exactly. The phrase I used with the dev team was "A wolf in sheep's clothing" - walking the fine line between simulating the real thing and allowing someone with an Xbox controller to tame it.
Rear-engined cars all handle really odd in Forza titles. As someone very experienced with these monsters, this has always bugged me. All racing games can simulate grip really well, even Driveclub, but the loss of said grip is where it gets super tricky! The first Project Cars was absolute garbage at this. Both Ben Collins and I complained about this a lot. I ended up getting let go of the project because I spoke against it so highly (comes to show how well they accept criticism. Isn't that why I'm here?!) Forza is no exception. Forza games don't simulate the loss of grip very well at all. In Forza titles, the game seems to confuse grip with handling and vice versa. You never experience sudden changes in grip, but rather gradual changes in handling. This is NOT how cars behave in real life. Assetto Corsa does this very, very well. I've heard pCars 2 has gotten better at this. The problem with Forza is that this is a HUGE problem when a car is RWD and has most of its weight on the driving wheels - like, let's say, Porsche 911's. There's a hint of irony with Porsche being the brand Forza is partnering up with seeing as how those cars really test the "Forzatech" engine.
The road that the demo allows you to drive the 911 on is also very demanding. Those changes in weight and grip vs handling gets really aggravated with sudden changes in elevation. Don't take my word for it - go on Youtube and watch Nurburgring crash videos. See if you can tell what almost all of those hot spots have in common. Forza handles the elevation changes really well! You can see this happening in real time using the game's telemetry display. But again, it constitutes a loss of handling vs loss of grip. Feeding the wheel as you feel the car starting to lean to one corner does almost nothing as suddenly your car looses its ability to handle well vs the tires losing grip. In Assetto Corsa and iRacing, you can correct this (same goes with lift off oversteer) very accurately. In Forza, it's really tricky. But again, I believe it's because this game caters more to the masses and not to sim racers. Games like Need for Speed do the exact same thing. When you're drifting, you're not managing levels of grip, you're managing vehicle handling. The GRID titles do the same thing. My favorite example of this approach is Driveclub. Evo Studios do a fantastic job of perfecting that model and make you feel like a superhero when sliding cars around.
So no, it's not you. No, it's not that Turn 10 messed up the car. The car is very accurately portrayed in the game. As far as I can tell, it's just a matter of how Forza simulates the differences between handling and grip. Jeremy Clarkson has a great way of describing it (allow me to paraphrase a bit):
"A [modern] F1 car has an immense amount of grip, but as far as I can tell it has lousy handling. In the olden days, it was much less about grip and more about handling, which is a driver led event in a race. Mastering a car that doesn't handle particularly well, or if it handles but has very small grip, requires immense skill."
This is what Forza does. Loss of grip comes with loss of handling in these rear-engined cars. Perhaps it'll change in the future, but this has always been my gripe with Forza titles. In PC sims, you can lose the grip without sacrificing the handling. Once you get used to how cars behave in Forza, it's much easier to adapt to them, but seeing as how deeply integrated Forza's assist system is with the actual handling of cars, I don't see this going away anytime soon. Blame the 10 year old kids playing Forza. It's all their fault