And to the people that are saying that the bumps in iRacing's tracks amount to a "canned" effect--that's really funny. Are you a game programmer? I think your grasping at straws with your statment that those bumps and nuances aren't real. And yes, I know the difference between a bump in the track and other FFB effects. iRacing's FFB is so nuanced and subtle, it makes other games FFB feel way too strong and clumsy. iRacing has the best FFB in any racing game I've ever played, and lots of people feel the same way. One of the main reason's for this is the nuances in steering feel provided by laser scanned tracks. I guess you guys are trying to say that GT5 and other games that have unrealistically smooth tracks are more accurate? That's one of the weakest and most ridiculous arguments I've seen.
If these micro-bumps are real then what is providing the data for them? If it's actual track geometry in terms of polygon data, then the 50-150 meg sizes of iRacing tracks (which includes textures) is far too small to contain this data.
I dabble in 3D art/rendering, and laser scanned model of a small object with high detail level takes up a good 100+ megs as is, now multiply that over a whole track of KMs of polygon points, and it'll be way over 1GB of data!
The game runs on 2GB systems, so it certainly can't be that detailed in polygon data, and Pentium 4 systems would not be able to run it, which my last PC system was, and it could run it just fine.
One thing about iRacing, that has always made me question it's tyre model and physics, is how hard it is for most of the cars in the game to break traction from a dead stop, clutch dump....
Try doing the figure 8s as shown in the Time Trial video and stuff in iRacing and see where you go, not very well
So the tire model is still flawed. 👎
Skidmarks and smoke in the Gamescom build, very easy to brake traction.
Much easier to do this in FR cars off course. There is another video of a Zonda R doing donuts on the same build, but I can't find it right now.
Even in real life, you need to car to move a little before the rear end swings out.