None of that tells me the physics will be the same as GTS.
There may be minor tweaks, in the same vein of those brought to GTS via updates, but at its heart I can guarantee that, under all the cosmetic changes, it is GTS. Since this is the first time that different Playstation generations have shared a CPU with the same instruction set (AMD x86-64) and the GPU is not vastly different (evolutionary rather than revolutionary) then the chance of PD going mad with vast changes to the underlying physics and graphics engines hovers somewhere around nought and nil. Lets not forgot, that PD make their own physics/graphics engine, if they can re-use 90% of the GTS code then, from a business perspective, they
will reuse 90% of that code. For them its like Christmas has come early.
If you're expecting revolutionary, rather than evolutionary, changes then I strongly suspect you're going to be rather disappointed.
but the mere thought of physics and everything in that department getting straight forward ported on to GT Sport
"Porting" is usually the process of refactoring code to run on different architectures/platforms (like from console to PC, or PC to Mac, etc) or to different game development platforms (like Unreal Engine and Unity). Since this is the first time that different PS4 console generations have shared a CPU with the same instruction set (AMD x86-64) and the GPU is not vastly different (evolutionary rather than revolutionary) then its not really a "port" to the PS5 either.
this is quite likely I think. Wasn't the reason that they didn't add it to GTS because the console wouldn't be able to run it properly?
I think it was more a case of they wanted to go with accurate "lighting" because, lets face it, if you look at most online rooms very few races are of a duration for which dynamic weather conditions would be really worthwhile. Its probably data from online rooms in GT6 which informed PD about most online race durations and if the majority of people run ~5 lap races (which I recall they did and that trend continued into GTS) then perhaps PD judged that global illumination (and thus dynamic weather conditions) wasn't worth the effort... Besides which its easier to prebake textures than it is to code a global illumination engine. Yes, I appreciate dynamic lighting was probably a feature liked by many people, but if that many is still a minority then, at the end of the day, PD are a business like any other and had to decide what is worth spending spend their time and money on.