I'm not sure everything in Assetto is laser-scanned. They have a few third party elements like the Shelby Cobra and Zandvoort track that I believe are "hand" modeled but that doesn't mean they are not precise. Cars can be certainly modeled with millimetric precision with picture references, and tracks probably in the centimeters with geo data. Laser-scanned would be in the millimeters. Don't think I'd be able to tell the difference anyway. Graphically AC is alright considering the really small team, it has a more cohese look throughout than say PCars, although it is just a daytime/good weather racer. But understandably (wildly different budgets, workers and well, past GTs) GTS seems to be doing quite a bit more in that department. Sound is a mystery in GT, it'll at least change hehe. AC is pretty, pretty good. They give you options to balance too which is great because they car body noises are (were?) really loud at default. Physics are a mystery in GT too, I do hope they deliver on that front. My biggest gripe with AC is that I have to tinker with the FFB profile with some cars, I suppose it has to do with how they are doing their suspension and tyre models almost "per car". But it's a great feel, just like GSCE is (I like GT6's feel too ). I couldn't find the video where AC's guy comments on GT's suspension model though, but paraphrasing he says "Well, they have to deal with thousands of cars", and I believe Niels Heusinkveld said something to the same effect on tyre models and Forza 4 guy said the same thing and more about Forza, so I guess that's the true catch for "physics engine will be the most realistic ever experienced in a driving simulator" if we compare to narrower scope games. But as a full product, AC is still very much putting meat in its exposed bones so it should be interesting to see in what state it reaches consoles.