Personally for me, it’s downforce. As far back as I can remember Forza has never had a good downforce model. Cars with no aero drive pretty much the same as cars with the aero package, and production cars handle similarly to race cars. Tuning aero only produces the most basic effects; increasing it decreases top speed and increases high speed cornering ability, and vice-versa, but it doesn’t change the nature of the car’s handling like it should. Cars with high aero should almost never have snap-oversteer or frankly any oversteer, yet no matter how much or little aero you put on a car in this game it will still oversteer the same amount. In fact, putting aero too high should produce slight understeer as the tires will be overloaded from the downforce, but it never does this. This problem is blatant with GT cars and Prototype cars, which will lose grip at any turn when they should feel completely stuck to the road.
Another big one I’ve heard reviewers talk about is tire flex, i.e., the way the tires perform through corners and under throttle. Inside Sim Racing called Forza’s driving feel as “flat, like you’re just driving on top of the track” and I have to agree with them. I think that’s why some of us have felt like the cars drive on rails and don’t have the nuances you’d expect from previous games. It does seem like the connection between the car and the track is very shallow, but this is forgiveable for the type of game Forza is. To get realistic track physics, they would have to use a combination of universal physics with track-specific physics that factor in location, time of day, and weather conditions, as well as surface types and smoothness.
Any other areas where you think the physics just don’t stack up to other games? I know that Forza isn’t supposed to be a simcade but it’s interesting to discuss something which most players don’t even factor in when buying racing games.