I've been thinking about this for a while , hopefully this will not come across as elitism , but I have a question i'd like to ask . Firstly , consider the following -
Project CARS is advertised as a real racing simulator . It contains advanced physics that try to accurately simulate how a real racing car behaves in every imaginable area of its handling , tyre modelling and damage physics .
So you know what you're getting before you buy the game . It's not Mario Kart and sure isn't Need For Speed .
So more often than not I come across new racers , friends and random lobby racers alike . What I alarmingly find is that many of them can't drive with all aids turned off in the game .
That's right . A racing simulator where people , often experienced racers , tell me they need ABS on an F1 car , because it's too hard to brake properly ...
I think the problem is this . Many have come from GT and have never bothered to learn how to brake , relying on the ABS system for years on end , never turning it off and finding a suitable and realistically lower than 5/5 setting . Not once . Ever .
So you're left racing users with driver aids , ( Sometimes ALL aids on ) with them gaining time with the braking advantages etc that brings them , whilst you either turn it on yourself ( In doing so ruining your experience , but trying not to grimace as the ABS makes you feel like you're racing an arcade sim ) , or you just race with like minded racers only .
I have great battles with some good friends in PCars , all aids off for all , close battling and late braking manoeuvres . So my question is simply this -
Why buy a simulator if you want to dilute the experience with assists ?
As a simulator, Pcars provides simulation of real life electronic assist system ( TCS, ABS ), although in essence the assist in a computer program is the perfect ideal version of real life assist where the real car interact with real world which deals with infinitely random events that are unpredictable in nature. A racing TCS + ABS from GT3 cars in real life are counter acting the nature physical forces ( track condition, driver input, car condition, tire highly varied condition ) and riding on that nature balance of physics, getting the most out of it with probability of unpredictable/varied result ( ABS + TCS do not always in ideal optimal operating efficiency and environment ) The components like sensors, actuating parts ( modulator, actuators ), pumps can get fatigue/wear or in less than optimal operation like running in 24H race.
In game, all are in zero and ones, all are calculated, a TCS and ABS set at certain settings will always work 100% to it's expected result, as far as I know, no car sim model each assist system as a separate entity with myriad of simulated parameters inside a car model like for example a complex tire model used in Pcars ( SETA )

. The tire, car and track surface do can change the outcome/effectiveness of the assist, but these variation are not as complex as on the real tire, car and track. You are always in a car with ideal assist system, that runs at 600Hz input + output calculation on all simulation components ( car, track, tire, assist ), even if the assist may "acts" on lower rate at 10-20Hz ( ABS pulse in this case ) as shown using telemetry dump by WMD member. A real life ABS do not deal with unformed sample rate, in real life, from the within ABS system itself, ECU, wheels speed sensors, solenoid valves work with different speed, while other variables exist like the tires which are very high in grip variation, each axle data input, driver input, and ultimately it's limited by the mechanical system ( the brakes mechanism itself ) which will never be as efficient in operation as a brake in a car sim.
Real ABS and TCS, they are aids that has to adhere to reality of physics, they work just like an engine and suspension would, they always have variation in operation efficiency and results. They wear, they have mechanical in parts, they work slower than that of 100% digital calculation and have to work with myriad of sensors and parameters of physical parts of the car like brake, weight of car + wheel, track, wheelbase, drivetrain, etc in order to be efficient in giving output/action. They need calibration at the very least, they need mapping and on motorsport use, strategies. All these variables leads to very fluid performance that no ABS calibration, map or strategy in a race car can always give the best ideal performance in all situation, there are way too many variables that can not be perfectly taken into account and act upon.
For example, real life ABS also has activation frequency, which needs to be set well enough in order to be operated efficiently, this highly likely not taken into account in games like Pcars as brake input are different than the real car brake pedal which relied on stroke speed and pedal force. Typical ABS ECU clock speed runs at 125-200Hz, while the wheel speed sensors sample rate can go up to more than 1.7KHz @ 250kmh ( depending on the tooth count and rotation speed/rate ) and solenoid valves ( brake modulator ) with typical response time / switch cycle of 2.8 - 3 miliseconds ( about 357 Hz ), and in the end the mechanical brake system can mostly do 10 - 20 times per second. In game, the ABS physics on Pcars for example runs at 600Hz with no other physical limitation, although the game ABS do "act" at similar pulse, 10-20 times per second on a 100Hz sample rate telemetry dump that was posted on another thread. Still curious if the same test done again with higher ( 600Hz ) sample rate telemetry.
IMO, I felt that Pcars ABS can be called super ABS, even if it "acts" or apply the anti locking on similar pulse rate as real life system, it's underlying calculation, from data input ( similar to sensors IRL ) are on the same rate as the physics engine at 600Hz and with no variation in operation effectiveness, and more than likely a simplified model compared to the real ABS system being simulated, it's just too perfect for a "real" assist.
So in short, real assist in a simulator like Pcars is as real as a computer program made to aid you by making calculation ( often simplified in simulated model ) that always yields the "expected" result from the assist design specs or level it was programmed into.
More questions :
What sort of ABS system model is used in Pcars ( channels, yaw sensors, EBD integration ) ? The same on all cars ? Do road cars like FQ400 has car specific ABS system modeled ? The real FQ400 or Evo X has 4 channel sports calibrated ABS with EBD which should perform with more stability in mind compared to GT3 race cars ABS which can be set for more braking force performance / deceleration. To me, from my short play time on PS4, road cars like FQ400, R8 may have almost perfect race car level ABS in Pcars. Tested it for a few laps and some straight line hard stops + turning panic stops, then disabled all assist.
I may not be correct on my write up on ABS, it's been awhile since I dealt with the subject

Happy to be corrected or if anyone with more insight gives more information on both real and Pcars ABS. Will be glad too, if I can get the ABS telemetry ( antilockactivate ) from road cars like FQ400 with 600Hz sample rate on summer tire ?
Many GT6 players still believe that ABS in that game is a representative of real life ABS and some still use that as an excuse to use it

It's simply a brake assist.