Length is only one part of the equation. There are several other factors that elevate the difficulty of recreating a hillclimb like Pikes Peak compared to standard circuits.
First, the extreme elevation change means the road cuts through completely different biomes, each requiring its own unique asset library, vegetation types, and lighting feel. You can distinctly break it down into at least four zones:
- Foothills and Plains (Lower Elevation)
- Montane Forest (Mid-Elevation)
- Subalpine Forest (High Elevation)
- Alpine Tundra (The Summit)
By contrast, even longer tracks like the Nürburgring Nordschleife feature a relatively uniform, continuous forest environment throughout their entire layout.
On top of that, the open topography of Pikes Peak creates huge vistas. As you climb higher, a massive amount of the lower terrain remains visible in the background. Managing the LOD (Level of Detail) and occlusion culling for that kind of scale would require quite optimization to keep frame rates stable.
On a side note: Dataminers have already confirmed that GT's physics engine actively simulates atmospheric variables like air temperature and barometric pressure. Has anyone actually tested in-game if a car's horsepower drop is noticeable when comparing a sea-level track (like Dragon Trail) against a high-altitude one (like Autódromo de Interlagos)?