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When fps is very low game is more laggy so maybe all inputs register with a delay so driving is just off. Stuff like V-sync, G-sync etc also add some delay because i'ts extra calculation which can affect driving and stage times.
But... this is something I've always wondered, but in the reverse situation to the one you're describing.
There are some games out there that if you adjust the FPS cap to something very low like 5 FPS you could clip through obstacles. I tried this once just as an experiment in DR2.0 Poland to see if I could go full speed and clip through those red-white bale chicanes... and... no luck :p. But maybe I was doing it wrong.
Still, does the DR2.0 game engine check your coordinates based on every frame? If so, in some circumstances having a higher FPS (which normally is a big advantage) might pose minor disadvantages. I'm currently playing with a 140 FPS cap but I often wonder if console players playing at 60 FPS might have an unknown physics advantage going over very bumpy terrain, as there could be some very minor tire-terrain clipping involved. I'd love to have an answer but I'm guessing only a few of the original Devs know for sure.
The cars are not always same anyway. If you go through the settings of the cars, some settings are different, like differential could have different values to choose from.
Yep, that's true. But for the sake of argument I'm assuming the same car, same settings, one at a very high frame rate (120+ PC) vs one that's lower (30-60 Console). The response times will be different as there will be less lag using a higher frame rate by I'm curious to know does the game also use the current frame rate to check on the car's coordinates? If so, then it might be possible that a lower frame rate could have some niche advantages.
For instance, some games like the Resident Evil series, you can increase the FPS on PC so that a weapon like the knife ticks (procs) more hits and also lower your FPS (to a very low number) to clip through some monsters and safely pass through them.
I suspect the DR2.0's game-engine isn't that flexible, and rightly so, to keep things fair.