So given that AI improvements have been promised since GT2 and no significant improvements have been made over the series I would say the balance falls in favour of the sceptical (unless you have some specific evidence to show otherwise).
Scaff, come on. Seriously. The bots before GT5 were cruise missiles on rails. Their mistakes were usually bouncing off a wall. I've watched bots challenge each other in replays in GT5. I've seen them avoid me a number of times. I honked at one car, and it reacted, at another, and it moved out of the racing line. Sure it's rare considering the thousands of races I've done, yes they still slam and pump the brakes instead of feathering them - the same behavior as a certain competitor, and I've served as a brake for them more than a few times, but I've seen them behaving much less like cruise missiles now.
I haven't seen them grind through chicanes like they do in GTR, or move aside just long enough to slam you off the road like they do in Ferrari Challenge, or intentionally ram you like they do in Forza 4, but it's been my experience that they're about as boring, if sloppier at times, than the bots in all the PC sims I've raced. We've discussed the bot behavior before, and a few people even praised them. So get real.
No one is asking for perfection, and in imply so you are being as inaccurate and intransigent as the very members you are complaining about.
I wouldn't say that with any definitude, considering the number of YouTube examples of real life race cars, and asking for that. Or the Race Room examples which can be argued are more than perfect, because it seems you can hear the tires pretty clearly in chase cam, which with a roaring exhaust you might not. I don't know, having never hang glided behind a race car, but I'm assuming you can adjust the sound levels of different elements as you can in the GTR series. And then there are the few people asking for those "breakthrough" sound reproductions, and in bot A.I. and damage, and Griffith500 in particular anticipating them, seeing as he has one foot in the audio processing and reproduction waters and works from that angle.
And the physics, with people wanting cars to behave - and damage - like real world cars do, and will bring up Forza, one of the Codies games, Live For Speed or something as close enough to real life performance to make them wiggle. I've done my share of that, as the ballistics in LFS are amazing. I torture tested it before I got my G25 as it was pretty much unraceable with my hand controller, and you can get those cars to do some amazing stunts if you can manage to get them beyond the rails, but look realistic as heck as they careen around.
"Perfect" is a rather a strong word, so maybe "as close to real life as is possible" would be better. However that would vary from "perfect" being up to debate.
Neither does sticking your head in teh sand. That said you are however once again exaggerating massively, and you know full well taht anyone posting in that manner is in breach of the AUP and the staff do act upon it (acknowledging that however would not allow you overblown and inaccurate point to be made).
Oh, yeah, I really love that paint shop with no paint, and that XP system, and the damage build I turn off...
As for exaggerating... really Scaff-O? Never saw anyone call PD lazy? Or that the sounds in GT5 all suck/the cars sound like vacuums/etc, that they want to throttle Kazunori for any of a number of reasons? Seriously again...
By the way, no one follows the AUP entirely, so Jordan might be the only member, or maybe Jesus...
On the topic of making things up to prove a point, that's an accusation you would do well to not make of others, given your track record of claiming (totally inaccurately) that Sony can't invert in PD because they are totally cash strapped.
Yes I do remember getting banned for daring to point out that SONY has been losing money for a few years, massively, like a billion dollars a year on average. In fact,
SONY lost a staggering $6.4 billion in fiscal 2011, actual loss massaged down to a mere
$5.7 billion, and their hoped-for profit in fiscal 2012 amounted to
nearly $460 million, the first profit in five years, but
the boost in profits came from selling key assets such as office buildings, one of which is its headquarters in New York.