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You think that a company like Polyphony with huge budget, that can take how physics engineers want, it is not able to make a simulator that can match a game of few modders like kunos... are you kidding me?
Polyphony has had one of the largest budgets in the genre for most of their existence. As good as Gran Turismo is, it's never really at at the top of the pile in terms of physics: GPL came out the same year as the first GT, remember.
I don't think PD is particularly interested in having the absolute most in-depth physics engine. They seem to want to strike a balance between approachability and accuracy, and that hard-to-define "rightness" you feel when you drive a car in game. Personally, I don't see that as a bad thing: it's a game after all, and there's more to it than simply physics.
So this said a real racing driver(Matias Henkola)about GT Sport
"Drove the BMW M6 GT3 back to back IRL and on Gran Turismo Sport several times during the N24. @takaito1983 or "The Wizard" as we like to call him, did the setup for the real car and then transfered the setup in to the game. The difference in laptimes was usully within 2 seconds between real life and the simulation (on a lap that takes over 8 minutes). When the beta version is this good, you know the final product will be mega"
Hypothetically then, if I were to post a time around the real Laguna Seca, and matched it in-game in GT2... would that make it more realistic?
Lap times, on their own, are not great signifiers of realism. You can also find quotes from various racing drivers about a whole bunch of games and their realism: PCARS, GT, Forza, AC, iRacing, etc etc.
Otherwise, we can expect to see a new trailer before next Wednesday
Are you 99% sure? You were about us getting the beta, too...