I was part of WMD for pCARS1. Unlike some, I believe they released a reasonable game based on that development cycle. I had two big issues with it; the FFB and AI. Which for what was primarily going to be for an offline, single player game, was a problem. Over the development timeline, I had felt that the basic physics were there, but by the time of release, they had somehow made the behavior of all cars feel much the same and had taken out the liveliness that had previously existed in the FFB. I also felt the graphics 'style' regressed as well.
For pCARS2, I'm feeling a bit of a mixed bag. Some combinations of cars/tracks (IndyCar at Long Beach) feel very good; the physics and FFB are much improved. But I can take that same car and run it at say Road America, and it feels much like the cars in pCARS1 and it loses that better response. Might it be the difference in laser scanned tracks and not? I'm also feeling that some of the new release GT cars feel better, but there are many cars in the set that feel just like they did on pCARS1. So I think in fact, we are seeing that not all content got addressed/improved, it was simply a repackage and sling it in there. I do find several of the cars physics are much better than v1, and the setup of the FFB is much simplified and gives good results out of the box with 'RAW'. I have a G27 standard which got properly detected and set up, but people with more exotic hardware or multiple controllers seem to be having more issues. This is to be expected for what should be a 'mainstream' game. Also, if you are only doing 1-2 laps then you aren't feeling what happens when the tires get fully up to temperature, when the feeling in the car changes.
I did an AI race on Indy Road, default strengths, rolling start, dry conditions, and aside from carnage at T1 L1, I got a decent level of challenge and wheel to wheel sensible racing with the AI. I wonder if they can do anything about that first lap?
As regards performance, the game did a good job of setting defaults for graphics on my older GPU (R9 290) and I have not been seeing stutters. (It did select Vsynch, turning that off has resulted in more tears). I'd say it performs better than v1 and it also looks better with that same level of performance. I have not seen massive drops with lots of cars on track or with the wet weather alone. The weather seems to be better implemented than v1, I like the aquaplaning on puddles and seeing how those form, but there is a bit too much grip in the wet although this does change after the first couple of laps.
Finally, I will say I ran the BMW 320 touring car on Knockhill in the wet, and had a flashback to TOCA. Physics aren't quite right on that car, but it was hella fun. In the IndyCar at Long Beach, I have felt for the first time in a long while the ability to really drive hard and push the car - extra effort was rewarded, the little lockups and slides as you push harder were fully believable. Honestly, I have not experienced that fully since rFactor 1. Both rF2 and iRacing feel like they have bar-soap tires and reward careful driving to not abuse the tires; which isn't what most simracers actually want to experience. So although there are many things that need fixing and improving, if you find the right combination there is gold to be had. Pick the wrong combos, and you might feel disappointed. But its better than pCARS1 for the offline racing I want to do.
Now, the online/multiplayer.... let's see....