The 1/60 limit is because the game runs at 1/60 second intervals... Just like DC's is 1/30 because it's 30 Hz. There must be a reason neither game can break that limit on-track. Of course, GT has offered longer shutter times since GT4, but only in photo travel areas (scripted animations only), so it's obviously something subtle.
GT4 used to have a separate vignetting control, I wonder what happened to that. There is no difference between having sliders and "real" numbers; some of the sliders are visible (zoom), but most simply aren't. The controls are the same: navigate to the item and adjust with the d-pad / stick until it looks how you want it to. I notice that DC only has three sliders anyway...
It would be nice to get more hardware options, like digital, film type etc. as "filters" (much as the "miniature" filter is implemented). I don't much care for all that dirty instagram stuff, though, but I understand that it's very fashionable right now.
I primarily want ultra-wide-angle lenses "fixing"; however, there is an issue with the way basic rasterisers work (namely the so-called near clipping plane; see
here). You simply can't get close enough without the geometry of interest being clipped out, which is how the interior "glitch" shots work. Wide angle shots don't work unless you're
really close
I think the shutter speed and aperture size ought to actually mean something for image brightness, too, if indeed we are actually specificying them and they are not being secretly adjusted to meet the "exposure level" required. If they are locked, it seems like the "ISO setting" (/ "film speed", in respect of the "filters" above) is automatically adjusted to give the same "exposed" result, but with a perfectly smooth gradient and no degradation at either extreme.
In the game, locking the "automatic exposure" (actually the HDR calculations) helps, but there's no way to directly adjust it without finding a part of the scene that gives you the exposure level you want and locking it there, via trial and error. The manual adjustment of the "exposure compensation" setting obviously doesn't do what I want it to do much of the time for me to need to use those "tricks".
I'd also like to see a "human eye" mode, to complement the "hardware filters", especially for glare effects, HDR, focal length etc. (think Morpheus...)
So far it seems that other developers are simply playing copycat; nothing really technically innovative, just picking the low-hanging fruit to flesh out the framework already set before them. Whilst the usability and feature expansion is nice to have, do the difficult stuff as well!