That GT3 RS is very confusing. It sounds like an AES exhaust, but there is a clear intake-like aspect to the sound (texture and tone). It's hard to really tell, without being able to get my hands on it, exactly what's what on that front.
It's weirdly mixed in the external shots, not too dissimilar to recent Forza games, like your head is stuck in part of the engine's plumbing. It works well on the interior view - although there are some obvious balance issues across the rev-range, still.
On the real car, you can barely hear the intake over the exhaust, except as a hard-edged metallic sound at certain forward angles; the rest of the time it modulates the exhaust note subtly - but audibly. That modulation effect is permanent in the game and too strong, like it's more a part of (e.g.) the exhaust sound itself, instead of a variable interaction.
The (external) metallic intake tone sounds like a thinner version of this, for much of the same reasons - the texture is quite different, of course, due to the configurations.
(I chose this car because of the clear distinction between intake and exhaust notes making both conspicuous and clearly identifiable as separate.)
That sounds bad IMO, the transmission noise is different and too prominent compared to the engine note which isn't accurate and sounds very muted:
www.youtube.com/watch?v=k3nlWPMQTbg
But yes, compared to previous GT's that would still be a major improvement
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All I can hear is the typical GoPro-style housing rattle. There are few things that irritate me more!
So while one man's view the instantaneous shift is too much another's view is that instantaneous is not instantaneous enough!
It's not really so much the speed of it as it is the "shape", if that makes sense. The rise and fall of the controls. PD just seem to be using hard-edged on / off transitions mostly.
"Gear wobble" and general driveline flex is obviously a physics issue, and any changes to the automated gear changes themselves should be considered as part of the physics as well.