No, we don't live in a theoretical world, but, for example, that's pretty much what T10 is doing with the Pirelly data for FM4's tyre model: Work out a way to incorporate the raw data into the game's physics engine without having to fiddle with the data itself and therefore, to alter it unnecessarily.First, we don't live in a "theoretical" world and second, like you said yourself, outside of the actual game. How the real time game engine interprets the given information is a completely different story.
Which would mean driving all (or nearly all) of the cars in the game on all (or nearly all) of the games tracks at race speeds, and by different people to avoid subjeticivtiy. I doubt any developer is going to go to such lengths to provide an audience with the most realistic experience possible, especially since most people in the audience wouldn't even be able to tell the difference.Of course, it IS, otherwise people wouldn't even argue about which game is more realistic. You can do a lot of things regarding this with minimal subjective impressions though, but that needs a lot of time and testing.
You don't even have to go that far. Some article about FM4 mentioned that the 599 GTO understeered into a corner before transitioning to oversteer - and a few people instantly assumed that to indicate false physics, because "OMG, RWD carz don't understeer, y0!"I know people who think Shift 1 is as realistic as iRacing...
I'm partially kidding, of course, but it just shows how much the expectation of what's realistic and reality can differ.