In regards to hybrid, yes.
In regards to turbo lag, no.
I drive an 07 STI as a daily driver. Not a “giant” turbo car, but still much more so than modern cars with economy oriented tiny turbos.
It also has the power plant from the Industrial Revol- I mean from the mid 1990s, despite being a “newer” car. So the power plant is a very good test bed for turbo lag and boost threshold.
In the STI, even if I’m at the dead peak RPM for the engine (somewhere around 5300 RPM) If I go instantly from 0-100% throttle, it takes nearly a full second for the turbo to go from full vacuum to the 19psi or so that it maxes out at.
This behavior is completely absent from GTSport as far as I can tell, and it has never been modeled. This is important to model because it’s something that happens whenever you’re on the throttle at all.
Even if you’re just giving 25% throttle, in a real turbo car, it takes a few moments for the boost to climb to whatever it’s peak is for said RPM sand throttle output (note: this can still be in vacuum, too. It’s not limited to only when your car is trying to reach high boost, or even boost pressure at all.)
In GTSport, turbo PSI is completely linear to throttle output. Whatever the “PSI” is preprogrammed to be at that RPM and throttle load, is what the game gives you instantly.
You can see how this would cause inaccuracies with how a car would drive in game, especially in a scenario where, say, you’re feathering the throttle in a long corner to try and help the car rotate (the final sector of Fuji is a good example of this.)
There is also “boost threshold” which some consider to be “turbo lag”. But the two really are not the same thing at all.
Boost threshold is modeled in GTSport as it is FAR simpler to model, it only takes a modification of the power curve.
This is when not enough exhaust gas is capable of flowing through the turbo at a given RPM/engine load to make any meaningful boost and power, so the engine feels “dead” for a while.
In my STI, this is the case from idle to ~3200 RPM or so.
This is “simulated” in GTSport and always has been. But it has nothing to do with accurate turbo simulation. It’s only messing around with the power band, to simulate this area where the turbo isn’t flowing enough air.
If somebody wants a good simulation of actual turbo lag, I would suggest older Forza games (I know Forza 4 modeled this relatively well, especially on older cars) and even DiRT Rally did an alright job (though many cars in Dirt Rally we’re equipped with Anti-Lag in real life, which seems to be modeled somewhat in game).
Both of these games model the time it takes for the turbo to actually spin up, for the exhaust gases to actually start putting work energy into the turbine and increasing the air that’s being sucked in.
If you don’t think this changes how you drive a car, go give one of these games a try. It’s a totally different experience to drive a violent RWD Big turbo car that actively feels like it wants to kill you whenever you start to lean on the gas pedal.
I hope that it is eventually modeled in GT. Even though it’s becoming much less of a factor on modern cars, it’s still present. And for older cars like the F1500 and 90’s turbo supercars, it completely changes the character of the car. Anybody on here who’s driven an older turbo car of any sort will definitely know what I’m on about and can back me up on everything above.