1:20, 6:39 (and more)
I see this a lot in Project Cars videos. Driver turns the wheel and the car almost just keeps going straight as if it's super, duper incredibly slow to respond to wheel movements or as if the front brakes are completely locked (which they're not) preventing the car from turning.
I've seen this phenomenon often in Project Cars but I don't believe it's something to do with the ISI portion of the physics engine because I've never noticed it in non-Project Cars ISI-physics games therefore, I'm guessing, it must have something to do with the Project Cars tyre model or possibly parts of the ISI physics engine Project Cars devs changed (I'm guessing PC tyre model).
Sloppy turn-in as if the vehicle wants to understeer at incredibly low steering angles. Then sloppy, unnatural grip/slip and grip transitions throughout the rest of the corner.
4:26 (throughout video)
Still has that ISI physics engine phenomenon (also still present in PC) where, once the oversteer reaches it's furthest point/angle (the end of oversteer "phase 1"), the slide suddenly snap/ends rather than the vehicle reacting to driver throttle & steering inputs as the oversteer lessens. This makes it seem like phase 1 of oversteer (angle increasing) is fine and fairly natural, the 2nd phase (oversteer angle neither increasing nor decreasing) is unnatural as it hardley exists, and phase 3 also being unnatural as it happens so quickly and therefore for such an extreme and unnaturally short amount of time. This is one of the odd physics phenomena (of a few) in the ISI/rFactor physics engine dating back to the EA/ISI F1 games before even RF1 came out.
4:43
Strange oversteer where you get the rear to snap out but you just sort of hold the wheel at centre or slightly passed center in order to hold the slide rather than actually applying opposite lock (good drivers can also exploit this to get unnaturally overly extreme turn-in). A decent amount of opposite lock was applied at the very end but not for the majority of the slide.
11:40, 4:26 (throughout video)
The 3rd phase of oversteer looks very similar to PC1, PC2, and the ISI physics engine in general meaning the 3rd phase of oversteer hardly exists. Once the oversteer's 1st phase (oversteer angle increasing) finishes, the oversteer just looks like it "magically" ends in a very, very quick, short-lasting way.
An example is 11:40. Nice slide, nice angle, nice amount of opposite-lock but once the 1st phase of oversteer is finished, the slide just suddenly disappears, just ends (in a bit of a very ISI/RF-ish snap in this particular case - but not always). If watching the car from the moment phase 1 ends, you'd be fooled into thinking the oversteer was a very tiny slide even though it was actually a nice slide with a fairly decent angle.
There are still very unnatural ISI-ish and/or Project Car-ish states of grip/slip and transitions of grip (understeer, oversteer, understeer-to-oversteer, etc.) situations.
To me, this seems
exactly like what I imagined it to be: not some revolution in the simracing world but a nicely refined version of PC2. It seems like it is to PC2 what AMS1 is to RF1. Improved PC2 it is but when you're exploring the physics, the grip/slip transitions, pushing the car, etc. then the fundamental behavior of the physics engine (including tyre model) of which the game is based on becomes apparent no matter how good a developer may be at "refining" the cars entered into that physics engine.
Still buying it though
but just pointing out that, despite Reiza's great refining - and they're GREAT at it - I think it's a glorified and improved version of PC2 like AMS1 is to RF1. It's not some leap in the simracing scene in terms of physics (or anything really) but rather a nicely refined version of PC2 like AMS1 is to RF1. It will be fun as heck!
Now...about that career mode........???...........