I don't know, that SLS behaves wierd to me... it's obvious the guy probably plays on D-pad (?!), but the car handles like it has one long wheel in the middle, you know, like in "Only fools and horses"
What the funk is happening with the collision physics? I know FM3 suffered with either end of the car lifting easily on collision, but that is just ridiculous! I will reserve most of my judgement until I get my hands on the game, but there also seems to be no body roll whatsoever, and the car is jumping over the kerbs way too easily. Note how the front end gets entirely off the ground at one point, and yet there is no understeer when the car lands on the ground with the steering at full lock.
It was with a controller, there was only 1 wheel setup he said.
Cars tend to look weird in that view, in any game I've played so far.
There are 2 physics models in GT5, so you can never tell which is running in the demos. I know it has traction control on - the red bars on the throttle meter. But in GT4, you also had separate settings for active stability management for understeer and oversteer, 1-10 scale.
And both had a large effect on the handling
I know how high the Curbs are. I have been there. My point is the car is bouncing over them too easily. In other words, he hits the bump, and it seems the cars suspension does not compress them. The car just takes off! Then while in air, he applys steering, yet there is no understeer when the wheels touch down. The car INSTANTLY gets grip and continues going round the corner as if nothing happened.
The suspension is modelled, maybe that's how the car is?
You can see the suspension working on the Ferrari F1 car here as it goes over the curbs and down the straight at Le Mans, which is a fairly bumpy track at speed, in an older build of GT5 http://www.youtube.com/watch?v=mC5sFD8aT58