Well, I didn't say GT5 was perfect. But how perfect is GTR or LFS when cars handle almost exactly the same when I drive similar cars in them? Or any sim? I know you can point out specific very narrowly defined issues - and I know your fave is the rollover, but rollovers seldom happen in racing
When I write about rollovers obviously I don't only mean how unrealistically cars bounce and roll over on the road when they do in GT5, but mainly how that situation is attained, which involves factors that are important for general driving realism and accuracy, such as:
- Tire grip when sliding at certain angles and speeds, and the way it changes when tires are loaded, their carcass gets deformed and their sidewall gets used;
- the way suspension behave under such loads (when the car is sliding sideways at a high angle and suspensions/chassis are not set up for that - drifting - suspension hop due to quick and repeated gain/loss of tire grip can happen. In GT all happens always very smoothly);
- how easy it is to lift off one or more wheels when cornering, due to suspension constraints, therefore losing grip on them and overloading those that aren't lifted. In GT5 unless obstacles are hit, most of the time wheels are all planted to the ground (even on those supposedly tail-happy hot hatches or minivans/small MPVs)
- [...]
So, ultimately, that rollovers aren't as possible as in real life - and I mean mainly street cars - means that other aspects of driving are affected negatively, and this in GT5 mainly translates in getting away in many cars with maneuvers that wouldn't be possible for them, or excessive grip/stability especially when fitting more grippy tires.
, so harping on it is going to get a big yawn from me. Move on to things like lift oversteer and hard throttle tailouts or brake fade or proper draft physics or something.
It looks like you misunderstood what I really meant with "unrealistic rollovers". It's not that I've discussed only about them anyway, but you essentially forced me to in this post. But of course, there's much else to talk about too.
But overall, when I'm racing, GT5 feels very close to my PC sims - which I have yet to experience a rollover in either.
I rarely play PC sims. I mostly refer to my real life driving experience and I feel a lack of accuracy and dynamics detail in many areas. Anyway, as far as I can see pc sims mostly (if not almost completely) focus on racecars which very rarely roll over unless when crashing and this means developers can take shortcuts on certain aspects of driving dynamics. GT5 on the other hand, focuses mainly on normal, non-sporty even, street legal cars, on race tracks and (closed) public roads, which means a much more diverse range of vehicle dynamics that have to be correctly simulated.
Except GT5 is more immersive, more engaging, more enjoyable and just darn more fun.
Honestly, if Gran Turismo has a long way to go, so do all the other games.
I don't deny that GT5 is more "fun" than PC sims, but that doesn't mean it's ok for it to have "least efforts"-level physics as a simulator and call them "good enough". That's even mortifying for its official 500$ wheel too, supposedly the best on the market regarding force feedback.