You reminded me of a race I had and I think still have the replay saved where I was in a slightly tuned ae86 going against decent street cars like 350z's and the like. Being that the AI (even on pro) were slow, I went from 20th to 1st by the time we got to the Carousel. Thats when I noticed that an RX-7 was gaining on me. Suddenly this AI woke up and was ripping it in and out of the turns. I dont know if that has to do with the rubber banding or boost thing, but It wasnt just some increase in power but an increase in skill/risk. The GT7 AI seem exactly the same but they are suffering a bit more with understeering I noticed. I have seen them make far more mistakes in the short time I played GT7 compared to GTS. I want the physics of GTS but I do enjoy watching the AI struggle sometimes.
Yes, this is part of the rubber banding. Having done every single player race in GT7 and Sport, which in Sport's case eventually included like 30 small endurance races that were all roughly around an hour long, I picked up on some consistencies that don't make sense if there isn't rubberbanding involved (and yes, rubberbanding can include the AI getting better or worse; not just cars mysteriously gaining or losing power).
In those longer races -particularly when they have more strict vehicle regulations- you can see consistent behaviors show up, which wouldn't be present without rubberbanding. To start out, the leader has a tendency to be really slow at first. On your first lap or two alone, it's not uncommon to gain 50% of the time difference. Once you start getting under that though, you'll notice that you start gaining less time per lap, even if you continue to get personal best laps, and they (which they usually get the Fastest Lap) don't. Once you get within say 20% of the initial time difference, they'll get even faster. What should've taken maybe 4 laps at the original pace, ends up taking 10-15. Then once you lead, they seem to be remarkably adept (relative to their previous skill) at keeping up with you. Though, there is a sort of pressure relief valve, in that they usually also get maybe a second or two slower on the last lap of a race. Normally, I'd just chalk all this up to my own behaviors. But I paid close attention to my lap times, and tried to make them as consistent as possible during that 30 hours of endurance racing (and then throughout the whole career in GT7), and in response, super consistent patterns started appearing.
I did all the races in GT7 on Hard, and even in the shorter ones, this was all pretty consistent unless your car was
way faster than them. In those races, it's more subtle, but it's there. I then started experimenting with Easy, and while they're absolute cake to pass there, once you do, they still seem to hang on a bit better than you'd expect unless it rains, or they're in particularly volatile cars. Then if you do some of the optional races with 4 Pepper ratings and whatnot, you'll notice that they're
extremely good at keeping distance once you get within maybe a second of them, and/or pass them. Again, relative to your skill VS them earlier in the race.
Thankfully, they seemed to have fixed the most obvious mistake that was present in GT Sport, which gave the rubberbanding away wholesale; if like me you have a tendency to pay attention to the Fastest Lap time, you might notice something peculiar... Even if you're gaining ten or more seconds on a lap, it's entirely possible that the car in first place will
still somehow put down an FL that's faster than you. One that's really difficult to beat. This is physically impossible, obviously, because gaining ten seconds on them in a lap means they were objectively ten seconds
slower than you on that lap.
At first when I noticed something was off, I thought this was because these races were rolling starts. I assumed it was just that they were getting a really good time on the first lap, because they started 40 seconds into the lap or whatever. I thought they were just starting at 0:00:000 like you do. But when I started paying closer attention, their final FLs were usually a few laps into the race, and their first lap times (if it was an FL) was relative to the expected
full lap in that car. Clearly, if Polyphony was giving these cars legit lap times (instead of faking them by rolling dice in the background), they were adding the rolling start difference to their starting time on the first lap.
The point being, there are
definitely some pretty ridiculous shenanigans going on. And again, it's kind of a shame, because those 4 Pepper races -if you're playing in a fair car, which in most of them you have to to some degree- they're
really competent. Like I said, two of them are grid starts. And the rest are really tight rolling starts, where you only start like 3 seconds behind. The AI here for is not as difficult as a real person, but they're really competent, considering the races are mostly 10 laps and in some of them, one decent mistake will cost you first place, if not a podium. I'm still glad AI difficulty can finally be toggled in career races now. But I'm so confused as to why they can't just give us every difficulty option (I.E. 4 and 5 Peppers as well), and then dial down the rubber banding, rolling starts, etc. It's unnecessary.
Clearly, what they're doing is complex under the hood. But I... just don't really see the point, you know?