Haha, I saw "Crimsafe" and it immediately made me think "Aussie"!

And no, that's not a reference to the original colonists, just the endearingly straight-forward nature they engendered. The advert says it all: "if it isn't Crimsafe, it's not crim-safe!"
Nice video. 👍
I can't really give a precise breakdown on how much computing power or time it would take to run a background aero solver and I'm not really the most knowledgeable when it comes to computers. From what I know of the PS4, it's roughly on par with one of my better laptops which takes a few hours to run a decent simulation on a FSAE car using SolidWorks Flow Simulation. The license for that is about $10,000. There are cheaper programs that are probably a bit less accurate, but might still be useful. They would also have simulation times in hours on a single computer. For comparison, auto manufacturers use multiple thousand core computing centers with each simulation taking about 100 or more cores. These simulations run anywhere from a half day to a day or two (typical) to a week.
Sure, I think the reason it takes so long is because it's relying on the standard "general purpose" cores in your laptop, which, being general purpose, aren't really that suited to doing specialist stuff like flow simulation - the computation involved just doesn't make use of the full range of hardware "processes" available on such a chip, so most of it sits idle whilst the FP / vector unit gets hammered (well, something like that). I mentioned GPGPU as there is a big push now towards using the vast potential of what is effectively very cheap, massively-parallel, floating-point hardware to accelerate the process - graphics hardware has lots of capacity for the kinds of computations required in these problems. The PS3's Cell is also pretty good at FP calculations; its folding@home performance was around 30 times that of x86 CPUs in 2008.
Obviously, that requires modifications to the code, from the ground up, unless it's already highly parallelised as in the case of your car manufacturer example; but even then the "instruction set" is very different, so the actual computation steps will need to be re-optimised. I'm not sure what the speed-up is, but it's at least a factor of two, maybe five or more - I've read about some cases where a factor of 20+ was possible (based on cost), but I have no hands-on experience with any of it, and it clearly depends on the hardware gap.
Really, the only reason to use an existing software package is because of the complete workflow potential they provide (and the validation and support etc.), and in research it is very common to (re)write custom code (maybe first in something like MATLAB, then the code monkeys port it to something a little more sprightly like C++ or whatever). The techniques are well understood enough by the numerical boffins, and the improvements actually start in research (naturally) and filter down into the commercial products.
So I wonder if some of the more recent techniques can find application for "approximate" pseudo-simulation in a game - an example I've seen for wave simulation is to use pre-defined wave-equation solutions for specific geometry (e.g. spheres, rectangles or whatever) and find a way of applying that to general geometry. That had a speed-up of over 5 times
before translation to GPUs (for equivalent resolution), and a tuneable reduction in accuracy, exchanged for some of that speed-up, "to taste". You just need someone with experience in implementing general numerical solvers, really.
I don't know that it's really hugely important how it's done (and I don't think the "brute force" methods used for serious industry applications need apply here), but I have to wonder how they managed when CFD was first starting being used - I guess there was a lot of careful reduction in degrees of freedom by some means, and I suspect that can still be done today.
A built in GT aero solver might use the panel method (breaks the shape up into panels and control points of flow tangency) on a simplified aero model, which could run under an hour, but I'm not really sure where it would realistically fall in terms of accuracy/time.
What sort of scale do the important flow effects exist on? That is, ignoring time taken for now, how coarsely can you sub-divide the car's surface like that and still get "accurate" results? I remember running a steady-state simulation (is that sufficient?) of half a "car" that was only crudely modeled, but it had all the right "features" in the solved flow field (or so I was told). It only took a matter of ten or twenty minutes, probably 8 years ago on typical academic "lab" computers of the time.
So the question is whether the sensitivity of that kind of thing is subtle enough between different shapes, and not necessarily if the absolute scale of forces it spits out are right (because you can massage them overall), just that between shapes, the relative differences are correctly represented. Again, it's very likely I don't know what I'm talking about here.
X-Plane using Blade element theory, which is basically as you described. The wing is broken up into multiple pieces, and the forces on those pieces are computed individually and then summed. This allows each part to see different conditions and to react differently to the flow. With the wing, there exist equations to are reasonable approximations to real behavior. For a car you would need to pre compute forces forces like you said. I wouldn't want to try and shortcut this process as it could easily lead to a lot of error since flow separation is so much more prevalent on a car than on a wing.
Yes, this is what I was saying before. You can model a wing reasonably well. To also model the effect of the wing on the car, you need the flow field around the car.
Good info, thanks. I wonder, then, if some "flow separation" model can be relied upon - should such a thing exist. There's all sorts of weird empirical relationships floating around from the time before engineers could even dream about "direct" simulation, but it'd require the input from someone with extensive knowledge of all of that. For example, much of it would have inspired "experiments" to take to the wind tunnels, just as simulation does today. I suppose the details of car aerodynamics are subtle and sensitive enough that the error could be large if you gloss over the wrong bits, but since Adrian Newey is Kaz's best mate now, maybe they can borrow an aerodynamicist to show them what to focus on!
In the auto industry I think codes are more standardized, while in aviation there are more proprietary codes. In either case, they will probably all agree very well on the level of detail that GT would use.
I meant more the marketing influence, and any data provided could easily be massaged by selecting the outputs in certain ways, even if PD stipulate a "recipe". It's probably preferable to just let them do that, rather than suffer the wrath of their lawyers because your panel-method shortcut "favours" certain shapes over others, as an arbitrary example.
But I take your point regarding level of detail. 👍