It's definitely interesting to see their workflow. I'll be picking over the slides when I get chance, it's very validating and inspiring to see them use techniques that others don't.
I've been making AES presets for years now, so it's nice to see they basically use Max / MSP. Mainly because most of my synthesis protoypes are in PureData
The meaning of many of the settings are there for all to see now, too. Well apart from the main pulse shaping section, which seems to be the hardest to understand and use. That might be why AES still isn't fully utilised in the game.
I still wonder why there's no dedicated intake source! AES does intake sounds just fine and the filter setup they have allows for a lot of expression. That's just in GT6.
I've been disappointed by what I perceived as a backward step in the mixing though since the PS3 games. Not heard GT7 on PS5 natively, but it broadly has the same choices in its approach.