Assetto corsa coming to PS4 and Xbox one

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To be fair to Alan, he made some very cautious statements in recent reviews. It's the British reserve to be polite. If you watch his reviews carefully you can read between the lines and understand that what he doesn't say or things said without enthusiasm mean something else. And he clearly has limits on what he says, presumably due to the agreements he makes to keep his journalistic access to previews and suchlike.

The problem is that these subtle cues aren't so easy for non British nationals to pick up on, I suspect.

So in other words, do not believe what Alan his saying, because with Alan it is not about what he his saying but rather what he does not say or implies in a way that will foul the people sending him stuff to review that are not British, or they would understand anyway.
I prefer JP's comment, it is clear and to the point, but we are only Canadians, hey.
 
Alan did some reviews a few months ago that turned out to not quite full and complete shall we say. The days of having complete faith in a reviewer says are pretty much gone in my eyes, at least in this genre.
He seems to do only impressions / previews of games rather than full on reviews. I find personally he is getting better at what he does, was impressed by his outspokeness of Forza 6 given that it is a big title and appreciation of Assetto Corsa approach and delivery. I never have complete faith in reviews, a lot of popular reviews seem to read / view like an advertisement for the game so I take them in context.
 
So in other words, do not believe what Alan his saying, because with Alan it is not about what he his saying but rather what he does not say or implies in a way that will foul the people sending him stuff to review that are not British, or they would understand anyway.
I prefer JP's comment, it is clear and to the point, but we are only Canadians, hey.

I prefer Inside Sim racing for the reviews, but with all game reviews these days you really have to be aware that so many are taking freebies and some just get pressure from the devs etc or are out right paid to do a nice review. Its a shame really but come on just look around at the corruption in the world and its just the way it all is..
 
Alan did some reviews a few months ago that turned out to not quite full and complete shall we say. The days of having complete faith in a reviewer says are pretty much gone in my eyes, at least in this genre.
Off course you can't judge on 1 reviewers opinion only. That's the reason why i'm looking at all the info i can find on forums and gaming websites.
And at the end you have to try the game yourself before you can judge.
For me it's very simple, as a console player you don't have many options if you're looking for a racing sim. That's why i buy every sim/game you can play with a wheel and try myself. If i don't like it, i just don't play it anymore and play something else.
But i'm pretty positive what i've seen so far from Assetto Corsa.
 
I prefer Inside Sim racing for the reviews, but with all game reviews these days you really have to be aware that so many are taking freebies and some just get pressure from the devs etc or are out right paid to do a nice review. Its a shame really but come on just look around at the corruption in the world and its just the way it all is..
im trying to actively ignore ISR, well mainly Daren Ganji, that guy has insulted so many people so next to no reason and outright attacked others. The other two presenters there are great though
 
im trying to actively ignore ISR, well mainly Daren Ganji, that guy has insulted so many people so next to no reason and outright attacked others. The other two presenters there are great though

Same here, I made the mistake recently of doing a little background research on him. The guy is a total d-canoe and treats people like dirt. So I have a hard time even giving ISR the time of day now. Shame.
 
was impressed by his outspokeness of Forza 6

I was not impressed by his lack of ability at driving one of the easiest cars to drive in the entirety of FM6, and on a gamepad no less.

As I have pointed out countless times on here, the handling between Forza and the likes of Assetto Corsa, iRacing, Rfactor1/2, and RRRE are surprisingly similar on a wheel. To the point that my turn in points, braking points, acceleration points are all pretty much the same. The way the cars begin to over rotate in Forza is also fairly similar , and the same can be said for how understeer is portrayed as well. I play all of these games on a wheel, and I have tried all of them with an Xbox gamepad also. Its T10s handling of Force feedback that lets Forza down.

The thing that people have to remember here, is that Forza has a bad reputation in terms to its physics, and it has done since day 1. A lot of that was perpetrated by the more die hard fans of GT, and the rest from die hard PC sim racers who where "tempted" into trying both GT and Forza. After all, GT is one of the biggest and most well known racing games of the past 19 years, and Forza is its direct competitor; which is equally well known. But the physics in Forza have never been that bad at all. Sure it does have a different feel to the more "hardcore" sims out on PC, but that is only the same different feel between Assetto Corsa and iRacing. They all have places where they excel in terms of physics, and they have have places where they fall flat on their face. That is just the nature of trying to calculate real world cause and effect into a virtual environment. The physics in any racing game are never going to be perfect based on that one aspect alone, and that is not even including the lack of physical feedback we have while playing these games.

The main issue I see with regards to Forza, is people treating it like it is need for speed. Those who expect the cars to go around any corner at 200mph, and treat forza in the way its bad rep has portrayed it for the last decade, as an all out arcade game. You yourself have perpetrated that fact as well on these very forums, clearly stating you don't like Forza's physics, and referencing them to Pcars and even GT. And Pcars out of the 3 has the worst physics of the entire crop of simulation based racing games. And this is coming from a person (and household) that funded the creation of Pcars twice!

When people have slowed down and treat Forza more like they would Assetto Corsa or iRacing, then their most major complaints about the handling usually melt away.

------------------------------------------

As for Assetto Corsa, which this thread is about. The game on PC is really good, and I prefer it over a lot of other titles on the PC. I especially like how the modding community have latched on to it, and some of the user created tracks are pure excellence. One of the biggest features needed on the console versions, is the ability to add in user created tracks. Shouldn't be too much of a stretch for Kunos to have that added, after all, Fallout 4 on the Xbox one is supposed to have mod support soon.

I do recommended that people "look" into it, as even on a control pad, it can be a great deal of fun. As for using a wheel on Assetto, it feels really good. The FFB gives a good deal of information, and there are only a few things to adjust; at least on the PC version. You have:

Maximum Force.
Filtering.
Minimum Force.

Those are the actual FFB adjustments, then you have the "effects":

Kerbs.
Road.
Slip.

So as you can see, Kunos have not gone overboard with the options for setting up a wheel. I believe there is only 3 options for setting up a game pad also, so it is a very simple, but effective, setup.

The driving in Assetto is definitely the best I have felt in any racing game. It is intuitive, has great sense of speed, and it is pretty easy to drive quick. You get a good sense for the levels of grip the car has available to it, and following real world driving practices can yield some really good outcomes.

Chances are, and even though I have Assetto on the PC, I may actually pick up a copy on my Xbox one also. I am fairly certain that a few of my xbox friends will buy the game, and it should provide some good drifting and racing fun with them.
 
I was not impressed by his lack of ability at driving one of the easiest cars to drive in the entirety of FM6, and on a gamepad no less.

As I have pointed out countless times on here, the handling between Forza and the likes of Assetto Corsa, iRacing, Rfactor1/2, and RRRE are surprisingly similar on a wheel. To the point that my turn in points, braking points, acceleration points are all pretty much the same. The way the cars begin to over rotate in Forza is also fairly similar , and the same can be said for how understeer is portrayed as well. I play all of these games on a wheel, and I have tried all of them with an Xbox gamepad also. Its T10s handling of Force feedback that lets Forza down.

The thing that people have to remember here, is that Forza has a bad reputation in terms to its physics, and it has done since day 1. A lot of that was perpetrated by the more die hard fans of GT, and the rest from die hard PC sim racers who where "tempted" into trying both GT and Forza. After all, GT is one of the biggest and most well known racing games of the past 19 years, and Forza is its direct competitor; which is equally well known. But the physics in Forza have never been that bad at all. Sure it does have a different feel to the more "hardcore" sims out on PC, but that is only the same different feel between Assetto Corsa and iRacing. They all have places where they excel in terms of physics, and they have have places where they fall flat on their face. That is just the nature of trying to calculate real world cause and effect into a virtual environment. The physics in any racing game are never going to be perfect based on that one aspect alone, and that is not even including the lack of physical feedback we have while playing these games.

The main issue I see with regards to Forza, is people treating it like it is need for speed. Those who expect the cars to go around any corner at 200mph, and treat forza in the way its bad rep has portrayed it for the last decade, as an all out arcade game. You yourself have perpetrated that fact as well on these very forums, clearly stating you don't like Forza's physics, and referencing them to Pcars and even GT. And Pcars out of the 3 has the worst physics of the entire crop of simulation based racing games. And this is coming from a person (and household) that funded the creation of Pcars twice!

When people have slowed down and treat Forza more like they would Assetto Corsa or iRacing, then their most major complaints about the handling usually melt away.

------------------------------------------

As for Assetto Corsa, which this thread is about. The game on PC is really good, and I prefer it over a lot of other titles on the PC. I especially like how the modding community have latched on to it, and some of the user created tracks are pure excellence. One of the biggest features needed on the console versions, is the ability to add in user created tracks. Shouldn't be too much of a stretch for Kunos to have that added, after all, Fallout 4 on the Xbox one is supposed to have mod support soon.

I do recommended that people "look" into it, as even on a control pad, it can be a great deal of fun. As for using a wheel on Assetto, it feels really good. The FFB gives a good deal of information, and there are only a few things to adjust; at least on the PC version. You have:

Maximum Force.
Filtering.
Minimum Force.

Those are the actual FFB adjustments, then you have the "effects":

Kerbs.
Road.
Slip.

So as you can see, Kunos have not gone overboard with the options for setting up a wheel. I believe there is only 3 options for setting up a game pad also, so it is a very simple, but effective, setup.

The driving in Assetto is definitely the best I have felt in any racing game. It is intuitive, has great sense of speed, and it is pretty easy to drive quick. You get a good sense for the levels of grip the car has available to it, and following real world driving practices can yield some really good outcomes.

Chances are, and even though I have Assetto on the PC, I may actually pick up a copy on my Xbox one also. I am fairly certain that a few of my xbox friends will buy the game, and it should provide some good drifting and racing fun with them.
Manages to use same ability to drive better in other games like Assetto Corsa.

Personally I find a lot of difference in driving games you mention. If I was to use your summary as my preconceived notions, I would be quite surprised when I actually experienced said titles. However if I took Alan's opinions as point of reference, I know I would be a lot less surprised.

It's hard to know really how accurate Assetto Corsa is for me without getting more real world experience. I'm most interested in behaviour which feels like tyre-shuddering, I know Jenson Button mentions that now and again due to not getting enough temperatures into his tyres but I would like to try and experience it in real life one day and compare to Assetto Corsa. I'm really impressed how they try and simulate everything about the car, they've been constantly improving the game so it is more realistic and hope they continue improving the title in a similar way after console release.
 
Manages to use same ability to drive better in other games like Assetto Corsa.

Yep, Alan drives so much better in Assetto Corsa that he is a country mile away from the apex quite often. And it is the same story in a lot of racing games he features on his channel. He might be able to talk the talk, and he has a fairly decent sized youtube channel by this point. But his virtual driving sucks.

Personally I find a lot of difference in driving games you mention. If I was to use your summary as my preconceived notions, I would be quite surprised when I actually experienced said titles. However if I took Alan opinions as point of reference, I know I would be a lot less surprised.

And in what ways do you "find a difference"? Where are the details on what you perceive there to be difference? Is it just the handling we are talking about, or overall game features and content? Can you show these differences in a meaningful way?

It's hard to know really how accurate Assetto Corsa is for me without getting more real world experience.

And this is where people make the mistakes and fall into a trap, they try to compare a game to real life. There are just too many variables in real life that are not included in the virtual world. So no matter how "realistic" any given racing game is, it will never give a "realistic" experience. All you can do is compare a game to another game, and that is it.

We all want the most realistic experience possible, and I get that. But until we have startrek style holodecks, it just isnt going to happen.
 
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Yep, Alan drives so much better in Assetto Corsa that he is a country mile away from the apex quite often. And it is the same story in a lot of racing games he features on his channel. He might be able to talk the talk, and he has a fairly decent sized youtube channel by this point. But his driving virtual driving sucks.
It's his way of exploring the limits. I think a lot of people who review these kind of games would be worse than him.
And in what ways do you "find a difference"? Where are the details on what you perceive there to be difference? Is it just the handling we are talking about, or overall game features and content? Can you show these differences in a meaningful way?
In a lot of ways such as force feedback, visuals, sounds and physics. I could probably show it somewhat but I don't play racing games much so when I do it will be for fun than for comparisons and this thread is not for that kind of discussion. Talking about Assetto Corsa though, there is a lot of depth to the physics and content has a lot of fidelity so things like getting tyres in their correct operating window throughout the lap is important and finding out about surface of track such as where bumps are is also quite important. Understanding limit of adhesion through force feedback, sound and visuals is very important. So many things that all come together to make a great simulation racing game.
And this is where people make the mistakes and fall into a trap, they try to compare a game to real life. There are just too many variables in real life that are not included in the virtual world. So no matter how "realistic" any given racing game is, it will never give a "realistic" experience. All you can do is compare a game to another game, and that is it.

We all want the most realistic experience possible, and I get that. But until we have startrek style holodecks, it just isnt going to happen.
That's how the game developers like KUNOS Simulazioni try and make the game better, doing a reality check on their simulation and it shows. That's how I try and judge the simulation too.
 
That's how the game developers like KUNOS Simulazioni try and make the game better, doing a reality check on their simulation and it shows. That's how I try and judge the simulation too.

Of course the actual dev behind said game will say theirs is the best and accurately represents real life. PD do it with GT, T10 with Forza, SMS with Pcars. Its the same with any simulation based racing game. Add to the fact that they all "pay" real world racing drivers to talk up their games also. You have just fallen foul to the "marketing" game all devs play.

this thread is not for that kind of discussion.

You are correct, but I also get the impression you are just avoiding. Though could just be because this is text on a screen. Still, if you want to continue this, then feel free to head to the Forza vs thread, or even PM me. And I will reply when I get the chance.
 
And this is where people make the mistakes and fall into a trap, they try to compare a game to real life.
Well that depends on the game in question. Comparing Mario Kart or Wipeout to reality is a pointless exercise, compairing a racing/driving simulation to reality isn't.

There are just too many variables in real life that are not included in the virtual world.
And? Are we only supposed to compare them to reality once they reach 1:1 parity?

So no matter how "realistic" any given racing game is, it will never give a "realistic" experience. All you can do is compare a game to another game, and that is it.
Yes they can give a realistic experience, the very definition of realistic allow it, as it doesn't require 1:1 parity. If anything comparing title to title is a far, far less valid option. Take torque steer (either front wheel steering pull or rear wheel breakaway); GT has never simulated it, yet Forza (and AC and PCars and etc.). If we just compare title to title then you can never know which is correct in including it in the simulation. The only way you are going to know if a real situation is being simulated is be comparing it to reality.

Just because reality is used as a bench-mark (and in my opinion it most certainly should be) doesn't mean that anyone is expecting 1:1 parity, but it does allow what has been included and what has been excluded to be checked and to a degree to see which gets closer to how it should be.


We all want the most realistic experience possible, and I get that. But until we have startrek style holodecks, it just isnt going to happen.
Again I have to disagree, "the most realistic experience possible" is not an absolute. As such its always being pushed forward, with the best of the breed that we have now (most likely F1 team sims and the likes of Base Point, etc.) meet that description. What they have will trickle down and end up with the mass consumer, and as it does what they have will be pushed forward and become "the most realistic experience possible" at that time.
 
Of course the actual dev behind said game will say theirs is the best and accurately represents real life. PD do it with GT, T10 with Forza, SMS with Pcars. Its the same with any simulation based racing game. Add to the fact that they all "pay" real world racing drivers to talk up their games also. You have just fallen foul to the "marketing" game all devs play.



You are correct, but I also get the impression you are just avoiding. Though could just be because this is text on a screen. Still, if you want to continue this, then feel free to head to the Forza vs thread, or even PM me. And I will reply when I get the chance.
I ain't buying into the marketing, playing and seeing them in action you can see better which ones walk the talk the most.

Discussing Assetto Corsa is what I'm doing. It is easier to appreciate the fidelity after trying what looks like a decent mod visually but then driving the laser-scanned track (Can't experience that on consoles though unless say one of the tracks that isn't laser-scanned gets updated so it is). It all suddenly comes together to be very close to how it is in reality. Look at turn 3 of Circuit de Barcelona-Catalunya, I was happy that I had to finally take the line racing drivers use in real world. Reminds me a lot of this post and thread, it's like "they're a world apart!": Link
 
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I was not impressed by his lack of ability at driving one of the easiest cars to drive in the entirety of FM6, and on a gamepad no less.

As I have pointed out countless times on here, the handling between Forza and the likes of Assetto Corsa, iRacing, Rfactor1/2, and RRRE are surprisingly similar on a wheel. To the point that my turn in points, braking points, acceleration points are all pretty much the same. The way the cars begin to over rotate in Forza is also fairly similar , and the same can be said for how understeer is portrayed as well. I play all of these games on a wheel, and I have tried all of them with an Xbox gamepad also. Its T10s handling of Force feedback that lets Forza down.

The thing that people have to remember here, is that Forza has a bad reputation in terms to its physics, and it has done since day 1. A lot of that was perpetrated by the more die hard fans of GT, and the rest from die hard PC sim racers who where "tempted" into trying both GT and Forza. After all, GT is one of the biggest and most well known racing games of the past 19 years, and Forza is its direct competitor; which is equally well known. But the physics in Forza have never been that bad at all. Sure it does have a different feel to the more "hardcore" sims out on PC, but that is only the same different feel between Assetto Corsa and iRacing. They all have places where they excel in terms of physics, and they have have places where they fall flat on their face. That is just the nature of trying to calculate real world cause and effect into a virtual environment. The physics in any racing game are never going to be perfect based on that one aspect alone, and that is not even including the lack of physical feedback we have while playing these games.

The main issue I see with regards to Forza, is people treating it like it is need for speed. Those who expect the cars to go around any corner at 200mph, and treat forza in the way its bad rep has portrayed it for the last decade, as an all out arcade game. You yourself have perpetrated that fact as well on these very forums, clearly stating you don't like Forza's physics, and referencing them to Pcars and even GT. And Pcars out of the 3 has the worst physics of the entire crop of simulation based racing games. And this is coming from a person (and household) that funded the creation of Pcars twice!

When people have slowed down and treat Forza more like they would Assetto Corsa or iRacing, then their most major complaints about the handling usually melt away.

You shouldn't need to slow down to make a game more "sim". If I drive Need For Speed slowly the cars would behave rather realistic too. IMO the only way you can judge a sim is by driving on the limits, and comparing that to how real life on the limit is.

For example GT is pretty good at around 90%, but then you look at top GT Academy times and see the drifting technique is the fastest way (e.g. GT-R at Spa for 2014 final). Which is obviously not right. So GT physics is pretty good I'd say, but funny things happen to the tyre model at the limit which makes it not as accurate.

I have not driven Forza with a wheel, and the latest I've played is FM4. The sense of weight is good but the rear end just breaks away too easily in my opinion. Without using a proper FFB wheel and playing the latest game I can't say much more though.

The top 3 sims that I have ever tried are AC, GSCE and LFS. But they all excel in different areas. AC excels in weight transfer and road feel. GSCE excels in communicating sense of grip. LFS excels in oversteer/countersteer physics. None of them feels perfect though. I'd say they are around 95% of reality. If the devs get together maybe they can be perfect :lol:

There's also the distinction between physics and FFB as you said. A game could have good physics, but let down by poor FFB (Dirt Rally is probably a good example of this). Without playing a game for a long time and having your wheel setup properly, it's almost impossible to tell where the problem is. That's why we have so many flame wars on forums arguing game X is better/worse than game Y without ever coming to a conclusion.

PCARS and rF2 is next on my list to try. I don't think I'll ever try RRRE or iRacing properly due to budget reasons, which is a shame.
 
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Of course its comparable when using a wheel and pedals, its daft to think that your awareness and ability to correct slides etc isn't aided by driving/racing sims. Aside from all of that its fun!! Also no one can be doing tracks days every day, or racing everyday, but yet I can do racing games EVERY SINGLE DAY, if I wanted to......

I do think there is a problem where in these games you see the very fastest times are either cheating or just people who learned to play to the game in some cases especially the ones using controllers, like just being really good at Tetris. So that is a issue with them but aside from that its just fun.

What is odd is how many people even sim players think driving is so hard when so many people do it. When I have done track days every single time i felt i had to correct slides or opposite lock etc it was all seemingly from subconscious, in that split second i'm not actually sure how I saved the slide or held the slide etc etc... we don't really think that hard about what we are doing in real life and take that to a game and you'll realize it ain't rocket science..
We all want so hard to believe everything about driving a racing car is impossible because we fall into the trap of the driver being the star component...when its more often than not the car...
 
I think the mentality shift over the newer generation of sims is quite clear: driving fast ISN'T hard if you know the basics and practice. What's hard is driving on the limit and sometimes overstepping it a bit, doing it lap after lap, while conserving tyres/fuel and mentally managing pressure & strategy. The old sims like GPL are hard even at slow speeds, but in AC if you're taking it easy it's not difficult. Once you try to beat RSR laptimes it gets hard.

Even if you have no talent, if you practice hard your whole life you can get to about 90-95%. But for that last 1% is very very hard and you can't practice that - it has to be instinctive. Now the problem with watching professional motorsports is sample bias - we only see that 1% in action so we don't get a point of reference. Those who become champions are even less probably around <0.01%.

So yes, driving fast is easy, but being the fastest is still hard to do :p
 
Well that depends on the game in question. Comparing Mario Kart or Wipeout to reality is a pointless exercise, compairing a racing/driving simulation to reality isn't.


And? Are we only supposed to compare them to reality once they reach 1:1 parity?


Yes they can give a realistic experience, the very definition of realistic allow it, as it doesn't require 1:1 parity. If anything comparing title to title is a far, far less valid option. Take torque steer (either front wheel steering pull or rear wheel breakaway); GT has never simulated it, yet Forza (and AC and PCars and etc.). If we just compare title to title then you can never know which is correct in including it in the simulation. The only way you are going to know if a real situation is being simulated is be comparing it to reality.

Just because reality is used as a bench-mark (and in my opinion it most certainly should be) doesn't mean that anyone is expecting 1:1 parity, but it does allow what has been included and what has been excluded to be checked and to a degree to see which gets closer to how it should be.



Again I have to disagree, "the most realistic experience possible" is not an absolute. As such its always being pushed forward, with the best of the breed that we have now (most likely F1 team sims and the likes of Base Point, etc.) meet that description. What they have will trickle down and end up with the mass consumer, and as it does what they have will be pushed forward and become "the most realistic experience possible" at that time.

Sigh. Not this again. Games, sim are getting better and may be in future when wheels will be affordable along with VR it will be like actually driving a car. But again we have Kimi Raikkonen, former F1 champ with Ferrari and 2 time runners-up for Mclaren-Mercedes said he does not like simulator and F1 teams use pretty advance sim.;)
 
I've always thought it's easier to move from virtual to reality than vice versa. Once you're used to g-forces not having it can be quite jarring. Those who started with sim racing have learnt to decouple their vestibular (balance) system from vision, but these F1 drivers who have been karting since they're toddlers can't. Schumacher also famously hates simulator work as well. I imagine Max Verstappen will be fine though :P
 
Sigh. Not this again. Games, sim are getting better and may be in future when wheels will be affordable along with VR it will be like actually driving a car. But again we have Kimi Raikkonen, former F1 champ with Ferrari and 2 time runners-up for Mclaren-Mercedes said he does not like simulator and F1 teams use pretty advance sim.;)

If I had people paying me millions of dollars to drive the fastest racing machines technically possible at beautiful tracks all over the world, I probably wouldn't like simulators either.
 
Sigh. Not this again. Games, sim are getting better and may be in future when wheels will be affordable along with VR it will be like actually driving a car. But again we have Kimi Raikkonen, former F1 champ with Ferrari and 2 time runners-up for Mclaren-Mercedes said he does not like simulator and F1 teams use pretty advance sim.;)

"Sigh". And that stops reality being used as a comparison for what reason exactly?

You seem to have mistaken my post for saying that sims are just like driving a car, which is not what I said. What I said, and you didn't acknowledge or address, is that when looking at how well a sim does in any given area reality is a valid benchmark.

Sigh indeed.
 
What I said, and you didn't acknowledge or address, is that when looking at how well a sim does in any given area reality is a valid benchmark.
Exactly. That's why we use a word like "realistic" and not "real". It's a comparison...no one is claiming that sims provide exactly the same experience that driving a real car provides.
 
Even if you have no talent, if you practice hard your whole life you can get to about 90-95%. But for that last 1% is very very hard and you can't practice that - it has to be instinctive. Now the problem with watching professional motorsports is sample bias - we only see that 1% in action so we don't get a point of reference. Those who become champions are even less probably around <0.01%.

So yes, driving fast is easy, but being the fastest is still hard to do :p
This is actually the case in AC as well and the RSR boards show it or so it seems to me. I consider myself a decent pilot, I have real life racing experience (karts) and I just cannot crack that last 1-2% of time needed to get to the top of a very competitive leaderboard. Too many small mistakes on my part and when I watch a video of a world record time by a very fast driver, I see near perfection of technique and a use of the whole track that I simply can't attain with any regularity. I can do it on each corner sometimes, I just can't do it on every corner for a single lap like the real aliens can. Meanwhile there is always a huge gaggle of guys 2-5% behind which probably covers the majority of the leaderboard participants.

This one is a perfect example: http://www.radiators-champ.com/RSRLiveTiming/index.php?page=rank&track=3102&car=2489

Baron and Ti-Tech are in a league of their own in the 1:41's, with 40 of us in the top 50 but in the 1:43's. Both can do it consistently on any leaderboard where they make a decent effort as well.
 
Sigh. Not this again. Games, sim are getting better and may be in future when wheels will be affordable along with VR it will be like actually driving a car. But again we have Kimi Raikkonen, former F1 champ with Ferrari and 2 time runners-up for Mclaren-Mercedes said he does not like simulator and F1 teams use pretty advance sim.;)
Even he finds them useful:

Raikkonen begins Ferrari simulator work
Raikkonen did 100 virtual starts on simulator after Monza gaffe



This one below is him driving Assetto Corsa:



Look forward to the Ferrari F138 F1 car, been so long since Ferrari Virtual Academy released.
 
Don't think this has been posted on here yet:

Any details on the simulator in the first video?
Just a terrible artificial machine Ferrari spent a lot of money on. Would love to have a go on some top F1 simulators, they're quite secretive about them.

On their Assetto Corsa simulator, looks like they have newer F1 car, hopefully it makes its way to retail version.
 
Sigh. Not this again. Games, sim are getting better and may be in future when wheels will be affordable along with VR it will be like actually driving a car. But again we have Kimi Raikkonen, former F1 champ with Ferrari and 2 time runners-up for Mclaren-Mercedes said he does not like simulator and F1 teams use pretty advance sim.;)

The reason Kimi didn't like the simulator, and avoided putting in much work in it in his first stint at Ferrari, and at McLaren, is because he's a bit lazy. The same reason he never used to bother doing track walks or anything like that to get a feel for the track. He couldn't be bothered with anything except jumping in the car and going fast. He even hated doing promotional work or interviews. Both himself and Ron Dennis admitted to him being lazy.

Kimi not liking the simulator is not the same thing as Kimi (or any other driver) believing the simulator to not be a useful tool to help keep driving skills sharp/learn track layouts/test new cars etc. etc. The drivers wouldn't spend so much time in the simulator if it wasn't a useful tool that helped them and the team, and in order for it to be useful, the simulator needs to be realistic.

Also, most F1 teams use Rfactor pro software, so you can guarantee that info will continue to filter down to ISI to help them with their consumer grade sims. ISI said themselves that Rfactor 2 was built with the aid of real life data that came from race teams that used Rfactor pro. Sims have come a long way, and will only continue to get better as the computing power of consumer PCs gets better.

Edit: Kimi's laziness
 
As far as I'm aware, the point of rFactor Pro is that it is designed to allow race teams to plug in their own data and customize the simulator to meet their needs, plus of course a good library of laser scanned tracks.

I'd argue that less has filtered down from rF Pro to rF 2 than might be expected....
 
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