It’s subjective, but was said by person who raced the same track IRL. Don’t remember if it was with the same car though. And that’s the key: opinion from RL racers who race same car with similar setup is very valuable. Especially if he goes on about specifics. On contrary opinion that rF2 feels most natural by someone who never raced at and over the limit with the particular car is almost worthless. Onboard comparisons are a bit better to assess if something is realistic or not , but I don’t have time for that.
I’ve been on track with a sport cars, but too scared to really push to the limit (except karting where risk is much lower).
I think it is fair for you to say that my opinion is almost worthless, but also it is rude. I might have never had a chance to play with race cars IRL, but I also noticed that tons of people who did, brought any kind of feedback in very rare occasions, and still in some cases things that they had to say didn't seem fully clear if they definitely got to magically understand it all and unlock all truths by some RL driving. I think it takes some specific skills and knowledge to be able to pick details, understand what makes stuff do things that it do, and understand that in both worlds. For example Jimmy Broadbent could never accumulate anything near as valuable as Neils Heusinkveld, even if he drove all race cars full time everyday for the rest of his life, no disrespect, it is just how it is.
The "too much FFB" could be anything. First of all what is this too much to begin with ? Too much details ? Too much force peak ? Too much constant force ? When we would know what is too much, it would be easier to tell if... Stiffer car than real one, or something in setup ? Different caster than real one, steering ratio ? Stiffer tires or in some way different than real ones ? Differently modeled track surface ? It could be something with wrong settings perhaps, it could be settings outside a sim, like settings in wheel profiler. And yes it could be deeper thing within sim, like some wrong parameter or geometry in cars physics, or some inaccuracy within underlying physics is also can't be impossible. It also could just be in persons head, having to drive a race car IRL doesn't make someone to be right about everything with absolute certainty.
I refuse to be a simp for those who has driven like in simulation IRL
I'm not an expert, but as said earlier I think except tire model rF2 physics is not superior or "most dynamic" as you said.
I believe iRacing, ACC and now RaceRoom have purely physics driven FFB. BTW: rF2 is not purely physics driven as there are a lot of effects defined in controller .json files that allow to "enhance" the experience. Even AC has physics based FFB, but they have few "fake" optional sliders that enhance FFB. RaceRoom is similar that you have optional sliders.
How do you know rF2 is the "most dynamic". Madness engine has many variables, that rF2 doesn't, so perhaps it's more dynamic?
I had somewhat similar feeling when started driving rF2 - I mean especially in comparison to other sims. For instance I didn't like AC FFB, was not informative etc. Yet many people said it's quite realistic.
This is rF2 forum, so we definitely not only bash it, but stand for it as well. So please pardon me, while I disagree.
First of all, tires for a car is like half or more of it. And everything besides tires is not too shabby in rF2 either. But still most of the dynamics come from aero and tires. There are things like rain, which rF2 is really behind ACC, despite being on advanced tire simulation, I am not sure how is rF2 aero simulation comparing to ACC.
Secondly, I'd like to know what "enhancements" for rF2 FFB is available in its notorious .json files ? I am not too expert on those. But I know that rF2 has perhaps the least sliders for FFB in game that minimally impacts it, and also from building car physics I know that there is only single physics unrelated parameter, that is only there to scale steering forces to fit better within what FFB motors can do. Everything else comes from simulating physics. And the more accurately and more physically correct core physics of a game is includign with cars physics set, the better quality FFB you get, it is almost there is no FFB in rF2, because you feel physics as good as they are, FFB remains there just as a term to describe what device on your desk/rig does, which is producing forces and directions - it is entirely commanded by physics directly. There is no way that the more physical and accurate physics will be, it won't be applied to FFB just the same. There are some other games that doesn't have as good FFB, simply because they don't have as good physics, because as you understand yourself - in simulations FFB is based on physics.
How do you know rF2 is most dynamic ? I think trying it and have your own opinion should work for most. And what dynamic means ? To me it means that each lap every turn in rF2 tends to have unique feel, there is no feel of developing muscle memory and doing absolutely identical inputs, it is new everytime. It happens because great range of variables, which in other sims often are cut down to much smaller ranges due to use of a lot more approximated physics, less physical and more simplified. I am also not expert about madness engine variables, that rF2 doesn't do, I'd be interested to hear about them, perhaps it is more dynamic, but somehow doesn't employ those dynamics for some reason, because I never happened to notice many dynamics I expected, perhaps I should try better next time.
I would also like to reply to your last thought. Why shouldn't people not say that AC FFB, or physics aren't realistic ? I think like them too. But how much realistic is it ? After 2000 hours in there and also modding, not enough for my mind. I found a lot more in rF2, which I am glad not to do a lot before AC, because I wouldn't have enjoyed AC that much as I did. I have 2000 hours in rF2 now too, and it just feels fresh, and the only reason I don't have more is because I have less time to play due to life and also writing walls of text in the forums, which I am sure is too much, so sorry

I think I just happen to like posting.