Preface: Why would anyone care about such a thing, and what do these values mean?
There are two advantages to calculating more physics positions, rotations and forces more often. Consider an extreme case of updating physics at 30Hz and have a car that can drive at 200mph. You're moving 3m between each physics update, so objects (eg kerbs, dips, potholes) that are smaller than that are likely to be missed entirely, thus the car won't react.
Firstly, a faster update rate gives more fidelity for the texture of the terrain beneath the tyres. Secondly, stiff springs become numerically unstable at large time steps (slow update rates), which can limit the settings used or start to give poor handling.
So why not always run at a very high update rate? Performance. Double the update rate and you've doubled CPU time dedicated to physics, and this quickly becomes expensive. Also, given cars only drive so fast and only have springs so stiff, there becomes a point where the is no benefit to running faster. As such, the rate is a compromise.
Anyway, on to the list:
'98 Sports Car GT - 50 Hz [from Blackhole Motorsports article]
'98 Viper Racing - 60 Hz (general) / 300 Hz (some aspects) [email with Dave Broske]
'98 Grand Prix Legends - 144 Hz
'00 F1 2000 - 50 Hz [from Blackhole Motorsports article]
'00-'08 Racer - 300 Hz (general) / 3000-30,000 Hz (tyre rotation) [posted by Ruud in a thread archive on racer.nl, dated '01]
'01 F1 2001 - 200 Hz [from Blackhole Motorsports article]
'02 Total Immersion Racing - 100 Hz / 400 Hz effective internal due to Runge-Kutta RK4 integration [from press release]
'02-'08 Live for Speed - 100 Hz (collision detection) / 2000 Hz (vehicle dynamics) [posted by Scawen on lfsforum]
'03 NASCAR Racing 2003 Season - 288 Hz (possibly)
'04 VirtualRC Racing v1.0 - 300 Hz (general) / 600 Hz (tyre model) [posted by Todd on lfsforum]
'05 VirtualRC Racing v3.0 - 250 Hz (general) / 500 or 1000 Hz (tyre model) [posted by Todd on lfsforum]
'05 rFactor - 400 Hz
'05 Forza Motorsport - 180 Hz
'06 Test Drive Unlimited - 100 Hz (collision detection) / 1000 Hz (vehicle dynamics)
'06 netKar Pro - 333 Hz [posted by Kunos on RSC]
'07 Forza Motorsport 2 - 360 Hz [from wikipedia article]
'07 Rigs of Rods - 2000 Hz [from ROR forums]
'08 Ferrari Challenge: Trofeo Pirelli - 60 Hz
'08 rFactor Pro - 800 Hz [from official website]
'08 iRacing - 360 Hz [from AutoSimSport]
'09 Supercar Challenge - 60 Hz
'09 Need for Speed: Shift - 180 Hz / might be 360 Hz (effective due to 2 physics passes per timestep?)
'09 Forza Motorsport 3 - 360 Hz [from gamespot article]
Motorsport - 333 Hz (but still being tuned) [posted by Stenyak on RSC]
'11 NASCAR 2011: The Game - 60 Hz / either 240 or 360 Hz (I forget which value I settled on) for sub-stepping the tyre force calculation but only at slow speeds. Also the thermodynamics were updated at just 3 Hz as that's quite expensive so but also very numerically stable.
'12 rFactor 2 - 400 Hz [posted on forum.studio-397.com]
'13 Stock Car Extreme - 360 Hz [from game-automobilista.com]
'14 Assetto Corsa - 333 Hz [posted by Kunos on assettocorsa.net]
'15 Automobilista - 720 Hz [from game-automobilista.com]
'15 BeamNG - 2000 Hz [from beamng.gmbh]
'17 Project CARS 2 - 600 Hz [posted by Ian Bell on forum.projectcarsgame.com]
'18 iRacing - 360 Hz / 720 Hz for force calculation [from article on iRacing.com]
'18 Assetto Corsa Competizione (up to v1.7) - 333 Hz [posted by Kunos on assettocorsa.net]
'20 Automobilista 2 - 1000 Hz
'21 Assetto Corsa Competizione (v1.8 onwards) - 400 Hz [ACC v1.8 release notes]
We can see that rates have generally increased with CPU power in the early years but seem to have largely plateaued in more recent times. Rigs of Rods and BeamNG beings exceptions due to the soft body modelling (ie much stiffer springs) having higher demands.
Anything sim can add to the list, or additional details you could provide, I would be very interested in reading! Cheers.
There are two advantages to calculating more physics positions, rotations and forces more often. Consider an extreme case of updating physics at 30Hz and have a car that can drive at 200mph. You're moving 3m between each physics update, so objects (eg kerbs, dips, potholes) that are smaller than that are likely to be missed entirely, thus the car won't react.
Firstly, a faster update rate gives more fidelity for the texture of the terrain beneath the tyres. Secondly, stiff springs become numerically unstable at large time steps (slow update rates), which can limit the settings used or start to give poor handling.
So why not always run at a very high update rate? Performance. Double the update rate and you've doubled CPU time dedicated to physics, and this quickly becomes expensive. Also, given cars only drive so fast and only have springs so stiff, there becomes a point where the is no benefit to running faster. As such, the rate is a compromise.
Anyway, on to the list:
'98 Sports Car GT - 50 Hz [from Blackhole Motorsports article]
'98 Viper Racing - 60 Hz (general) / 300 Hz (some aspects) [email with Dave Broske]
'98 Grand Prix Legends - 144 Hz
'00 F1 2000 - 50 Hz [from Blackhole Motorsports article]
'00-'08 Racer - 300 Hz (general) / 3000-30,000 Hz (tyre rotation) [posted by Ruud in a thread archive on racer.nl, dated '01]
'01 F1 2001 - 200 Hz [from Blackhole Motorsports article]
'02 Total Immersion Racing - 100 Hz / 400 Hz effective internal due to Runge-Kutta RK4 integration [from press release]
'02-'08 Live for Speed - 100 Hz (collision detection) / 2000 Hz (vehicle dynamics) [posted by Scawen on lfsforum]
'03 NASCAR Racing 2003 Season - 288 Hz (possibly)
'04 VirtualRC Racing v1.0 - 300 Hz (general) / 600 Hz (tyre model) [posted by Todd on lfsforum]
'05 VirtualRC Racing v3.0 - 250 Hz (general) / 500 or 1000 Hz (tyre model) [posted by Todd on lfsforum]
'05 rFactor - 400 Hz
'05 Forza Motorsport - 180 Hz
'06 Test Drive Unlimited - 100 Hz (collision detection) / 1000 Hz (vehicle dynamics)
'06 netKar Pro - 333 Hz [posted by Kunos on RSC]
'07 Forza Motorsport 2 - 360 Hz [from wikipedia article]
'07 Rigs of Rods - 2000 Hz [from ROR forums]
'08 Ferrari Challenge: Trofeo Pirelli - 60 Hz
'08 rFactor Pro - 800 Hz [from official website]
'08 iRacing - 360 Hz [from AutoSimSport]
'09 Supercar Challenge - 60 Hz
'09 Need for Speed: Shift - 180 Hz / might be 360 Hz (effective due to 2 physics passes per timestep?)
'09 Forza Motorsport 3 - 360 Hz [from gamespot article]
Motorsport - 333 Hz (but still being tuned) [posted by Stenyak on RSC]
'11 NASCAR 2011: The Game - 60 Hz / either 240 or 360 Hz (I forget which value I settled on) for sub-stepping the tyre force calculation but only at slow speeds. Also the thermodynamics were updated at just 3 Hz as that's quite expensive so but also very numerically stable.
'12 rFactor 2 - 400 Hz [posted on forum.studio-397.com]
'13 Stock Car Extreme - 360 Hz [from game-automobilista.com]
'14 Assetto Corsa - 333 Hz [posted by Kunos on assettocorsa.net]
'15 Automobilista - 720 Hz [from game-automobilista.com]
'15 BeamNG - 2000 Hz [from beamng.gmbh]
'17 Project CARS 2 - 600 Hz [posted by Ian Bell on forum.projectcarsgame.com]
'18 iRacing - 360 Hz / 720 Hz for force calculation [from article on iRacing.com]
'18 Assetto Corsa Competizione (up to v1.7) - 333 Hz [posted by Kunos on assettocorsa.net]
'20 Automobilista 2 - 1000 Hz
'21 Assetto Corsa Competizione (v1.8 onwards) - 400 Hz [ACC v1.8 release notes]
We can see that rates have generally increased with CPU power in the early years but seem to have largely plateaued in more recent times. Rigs of Rods and BeamNG beings exceptions due to the soft body modelling (ie much stiffer springs) having higher demands.
Anything sim can add to the list, or additional details you could provide, I would be very interested in reading! Cheers.