Some game phenomena/tactics only apply to the engine of the game.
ID software had (has) a knack for tying movement into speed.
It is not by intention that if you move diagonally in the game Doom1&2 that you are faster, but rather it is a byproduct of how the engine calculates distance. You were even faster when doing it against a wall while attaining the "correct" angle.
Then there is this thing called strafe-jumping, which increased the players speed in relation to turn radius and landing angle, which also made it into counter-strike back in its days of continous development.
Also weapon recoil to a degree was related to your frame rate (not refresh rate, as you always could artificially drop frame rate for certain effects).
As you propably know, GT7 (and none of its predecessors) does not use any game engine made by ID software.
Maybe you should stay on topic if you want to talk about a topic, for example when I said
"AI that is not limited by the CPU does not get any better with more power".
If you played Wing Commander 3 on a modern PC, you wouldnt have a chance of surviving one second of combat, because its AI is CPU limited, which worked just fine when it was released, but doesnt work on CPUs that are multiple dimensions faster.