So FM vs GT.
In which context I wonder?
Core game mechanics or actual Driving physics.
Actually I want to talk about the core game mechanics for a bit, you see, there is no such things as accurate driving mechanics on games of this nature, the reason for this is because there are some things call
simulators, as both games intent to approach wider audiences, their mechanics will be influenced for these target demographic changes, ergo, wont be
simulators anymore (not simulator at the level of Iracing or LFS, which are simulators, GTR-2 as well, they are not that
pretty it has to be said, but they are far more accurate).
Now, lets explore FM evolution for a bit, specifically FM2 -> FM3, there are some critical aspects that should be address from both games, one of them is their "wider demographic approach", in FM2, T10 resort to allow the player to use several driving assist to control and reinforce the games evolution, and while not more accurate than FM3 physics, FM2 is far more challenging and at the same time, entertaining for it's target audience (being this one the so called
"sim racing players"). As for FM3, it was a complete dumb down version of FM2 and indeed the original FM, the use of rewind functions and most importantly the hidden TCS assists makes the game easier, yet, less entertaining for the "target demographic"(sim racing players).
Now, my point with this is simple, FM3 uses the hidden traction control system(it is a TCS), the usage of this feature makes the game less challenging, how do this affect the actual simulation part of the game?, well it makes the game easier, but apart from that it affects its core game mechanics, because it affects the individual car characteristics that the game wants to represent, this is effective and pretty noticeable in both games.
Now there is the comparison, FM3 vs GT5, something that I consider something really useless, the problem is that regardless of which game has the most "accurate" physics, it is meaningless since you cant test these physics properly due to the presence of the hidden TCS, and no option for de-activation, I tried to make this test myself(in Suzuka full with MX-5, F430, R-34s, and some Japanese touring cars, like the infinity), but I found this pointless since in FM3 there was always a sense of understeer(I don't known how to accurate describe this, the FM3's F430 just didn't react the same way as the GT5's 430, I have seen the real thing, and it just feels more accurate on GT5, the tail kicked strongly on GT5 and the car felt more aggressive, as in FM3 this same car gets aggressive some times, but understeers more than GT5's version and didn't felt that challenging to drive(with assist off).
Having said that I did the same thing on FM2 vs GT5, and there was far more things to found similarities, and at the same time, it was kind of fun to drive in both version which is the whole point.
I
personally consider FM3 a boring game tbh, the level system in FM2 was far more challenging and superior, apart from that, the whole "you can use rewind if you want" argument of the rewind and the cars to be used in each class is rather pointless, since no one is stupid enough to screw up and restart the race or reintegrate to the race properly, this has a psychological impact because players don't care about actual racing anymore, which is the whole point of a "racing sim".
FM2 maintained a certain level of challenge, FM3 just presented features to integrate the mainstream audience making the game far more boring to play, and I'm sorry, but a dumbed down version of the same game(regardless of its advances in technology) is just that, dumb.
I'm yet to see FM4 physics in action (and in fact I will buy the game after I actually play it, to don't make the same mistake twice), but by the looks of it, it will follow the same model

.