Damper bounds / rebounds was something I tested quite recently, as I have always been confused about how they work in GT2 and wanted more clarity. Pupik's breakdown makes logical sense from a real-life standpoint, and I'm quite certain that's how dampers work in GT3 onwards, but I've always suspected that GT2's bounds and rebounds are improperly implemented.
So, I took a Lancer Evo V RS, applied various extreme damper settings (1 bounds 10 rebounds, 1 front bound + rebound 10 rear bound + rebound etc.), brought it to an arcade time trial at Grindelwald, started recording my display, then began the time trial and held left so the car immediately turned towards the wall as the trial started.
I did two recordings: one with full throttle, and another with zero throttle, to simulate corner entry and corner exit behaviour. I then loaded the recordings in DaVinci Resolve, matched each set of recordings frame-by-frame, then compared them to see how they differed. The main things I looked for were: how long did the car take to begin turning (responsiveness), how much speed did the car carry while turning, and where abouts did the car hit the wall.
Unfortunately, the results were, for the most part, inconclusive. What I feel comfortable establishing is the following:
- no combination of damper settings seemed to give a clear "stiff X soft Y induces corner entry oversteer and corner exit understeer" or such, they just seemed to mainly affect the car's ability to turn and how it responds to inputs
- setting the bounds to 1 and the rebounds to 10 does not noticeably induce oversteer in any scenario, compared to setting them all to 1
- setting all damper settings to 10 greatly reduces the car's responsiveness and turning ability, though this may also mean the car holds speed better in flat corners if the car is overly responsive and loses grip easily
- the front dampers (bound + rebound) have a more adverse effect on responsiveness and turning ability than the rear
- while stiff rear dampers (bound + rebound) slightly reduce the car's responsiveness, the car will turn just as much (if not more) than soft rear dampers, hitting the wall at around the same spot
- the bounds and rebounds seem to serve the same function based on what side of the car they're on, though it's possible that the bounds have a slightly more adverse effect than the rebounds
Granted, this is a rather limited test, as it's possible that 4WD's have different suspension behaviour than other drivetrains. A 4WD was easiest to test as I could be certain that the car would hold traction as it turned. Regardless though, from my personal experience, I think that ignoring the bounds and rebounds and setting them both to the same value greatly simplifies the tuning process. If there's any value to be gained from setting them to different values, it's negligible, and there's much more important settings to focus on like springs, front camber and the LSD if you're trying to troubleshoot handling issues.
The most balanced damper setting in my opinion is 2 bounds, 2 rebounds. While I tend to get good results stiffening the rear dampers on flat tracks, it's very situational, as it can make the car lose grip on bumpy wide turns on many tracks (Test Course, High Speed Ring, Red Rock Valley etc.). The car has a much easier time gliding through these corners with soft dampers (and, on particularly sensitive cars, soft rear springs). Setting them to 2 makes the car feel slightly tighter and less twitchy than 1, without overly impacting turning. You could raise the front bounds and rebounds to further reduce twitchiness, but I think front camber does this job slightly better.
Of course, I welcome any evidence that disproves anything I just said, because I'd like as much as anyone to solve this mystery. To me it feels like damper bounds and rebounds, along with toe and the LSD, were massively re-worked in GT3, so it seems logical to conclude that they were bugged in GT2.