The air physics is very good, we know this by simulating side by side with real launch monitors, the ground physics is ok but needs more work.
Completely agreed.
I think the sidehill bounces are a bit exaggerated, and the ball at times bounces around likea super ball until it stops rather than finishing the last 20 feet on the ground. I found on Sebonack I could not get a 56W to stick much of the time, as the ball would bounce sideways a little bit and then 'bounce' for another 10 yards...I can't recall a single time on a golf course when my SW "bounced along" for another 10 yards...that is, other than Braid Hills! I birdied the 16th hole there by playing an easy SW landing it 10 yards short of the green, which bounced and rolled its way to within 3 feet of a back pin location. Compared to TGC, in which the ball finds the ground unrealistically quickly, I feel like the opposite is happening here.
Unless the default firmness settings are pretty high, the ball seems awfully bouncy. Also the putt thing, slowing down all of a sudden, but I know how good you guys can make the putting. If you can make the airborne ball physics work well, I'd imagine the putting can get the same treatment. Generally speaking I think the chip swing is SPOT ON, feels so realistic in the decision making that goes into greenside play. Maybe it's just my imagination, but the chipping did not seem to have the same "issue" as the putting. I did give putting with the green grid on a go, and it seemed better that way. Not sure if the putting got any tweaks today or if the green grid helps with depth perception.