The visual feedback is 'constant'. You see the corners, or the cars, approaching over a period of some time that prepares you to respond at the appropriate time. The only time reaction speed matters is to avoid a crash or something.but your feedback isnt constant at 200mph you get input every 10ftbut being well informed by constant input/feedback.
No, because the underlying IO and physics engine is running at 60 fps. You watch the display updating 30 fps. This prepares you for when you need to press the brake, with the motion on screen creating a world-view in your mind that can anticipate actions at the time they are needed. You apply the brake at exactly the right time (depending on how good a driver you are!) regardless of when between frames that occurs. The IO reads this (MrFox's excellent explanation conveying how inaccurate this is, but it doesn't matter because your brain adapts to the latencies to apply the actual force at the right time) and applies it to the simulation. On the next refresh, the game draws the current state of the simulation.Agreed and if the point you need to send the signal to your foot to hit the brake at the 95ft is at the 115ft mark its still less than ideal.
The display has no direct baring on the IO responsiveness anymore. It's only important in being fast enough to provide suitable feedback to provide a decent mental model. 5 fps clearly wouldn't be fast enough as too much could change. Given limited manoeuvrability of automobiles, we don't have to worry about 180 degree turns in tiny fractions of a second, so the delta between frames is kept low enough that 30 fps provides enough info to track everything. 30 fps is good enough as evidenced by existing racing games that are very playable.