But GT7 just does it the same, though in a completely different way.
Driving the Cars in GT7 is very easy as long as you stay within the Limits.
It generally is, and 1.09 has helped move things forward, however it still feels well behind the best on the market in terms of granularity of detail.
But once you start to push them, the line becomes veeeery thin.
But it’s the same in real life.
Once you pass the Point of no return, well, the name speaks for itself I think.
Game over.
Nope, the line varies depending on the tyre you are on and the car you are driving, GT7 still has race tyres acting more progressive than road tyres, which is utterly backwards, getting out of shape still at times throws the physcis engine into a fit resulting in utterly odd behaviour, load transfer still gets messed up massively (FWD cars doing stopies), and while reduced, the habit of FR cars having the back step out suddenly when on a constant throttle and in a constant radius corner is nonsense (and no it's not lift as has also been suggested, lift will primarily affect the front in this regard and will result in understeer).
However, the one that bugs me the most and I feel the need to post this video again (it's about AC and iRacing, but the lack of progression on the iRacing tyre model fits this perfectly), is this myth that the 'limit' is a line that is you step over it for a millisecond you will die in a fiery mess, this is not true at all.
And that Point of no return can thankfully be felt somewhat good with the right FFB Settings.
I‘m playing with the GT DD Wheel and I have 0 Problems to feel the Cars‘ Limit itself.
This breaks down into a few areas here:
Understeer: For reasons I have gone into too many times, how GT represents this is simply wrong, this isn't subjective, it objectively defies tyre physics.
Curbs: Most of them don't seem to exist from a FFB perspective, including some bloody big ones, and I'm not just talking about the impact of the curb, but steering deflection from curbs as well
Oversteer: this one seems to be better on DD wheels, but certainly, those of use with non-DD wheels find this is poorly communicated.
I've just come off the back of doing a lot of FFB testing between RF2, AMS2 and some new custom FFB files for PC2, and have been dropping in and out of GT7 in between. With the exact same wheel the differences between these titles and GT7, in terms of FFB , is stark, in terms of communicating what the car and tyres are doing, GT7 is still massively lacking (in this regard it's better than FM7 and FH5), and not in a singular area, but right the way across the board.
TL: DR
In short update 1.09 has made GT7 far better in terms of physics, it still has a way to go, but the steps are still in the right direction, however it's FFB is poor in terms of both accuracy and detail.