Couple of points that you have ignored here. GT is not alone in being used as a tech showcase for Sony products and the sales rates and system uplift for the GT series has dropped off dramatically from its highpoint of the PS2, something you would have t ignore cold hard sales data to even come close to making as a claim.
When the PS54 Pro 4K upscaling was announced, GTS wasn't among the titles used to
demo that, now GTS wasn't out at that point, but the argument you are making is that even before release GT is a tech-demo showcase. Yet in reality, it's far from alone in that regard, despite that at the time members here were convinced that it would be used to show off 4K upscaling. Yet the main title used to actually do so was a third party one, with Tomb Raider being one of the most used in that regard. That's of course without once again mentioning that a tech demo isn't a final product, as such PD being used to show off tech has nothing at all to do with making a release date. As indicated (as I have now mentioned repeatedly) by the Vision GT and GTHD tech demos, that didn't even end up as released products!
Significant other numbers of first and third party titles utterly murder GT in these terms and all make for better launch system titles. GT as a series sells stupidly well for a racing title, it doesn't repeat that feat when it comes to overall software sales.
This again.
You do know that to get to the '3-year release timeline' you have to cherry pick data massively. Including one prologue title while ignoring another, making the assumption that dev time is equal for the first and second release for each two release platform. None of which is accurate and reaks of cherry picking, GT5 Prologue was not a full release and to include it (while omitting GT4 Prologue) is misleading, as is the use of second platform titles to reduce the average (as they should never take as long to create).
Now if you add in both prologues and keep second platform releases in place you actually get a 2.5 year average, add in the Concepts (and you should if the prologues are in, they were as complete as the prologues) and you get to a 2.3 year average. Now you would have to be a fool to think that's an accurate reflection of PD's turnaround of new titles, but that's what the actual title to title average is, and illustrates the cherry-picking that has been done to get to the (handy) 3-year figure.
The actual numbers, from last full release on a platform to next full release on a platform, are:
PS2: 2 years
PS3: 6 years
PS4: 4 years
Which is a 4-year average, but its also a small data set and a skewed one due to PD clearly finding the PS2 easy to develop for and the PS3 a struggle to develop for. However, given that it took 4 years to get a release out on the PS4 and many here have argued that the PS5 will be as straightforward to develop with (how the hell the can state that with authority is however a mystery, as unless they actually have hands-on with the dev-kit, toolset and middleware, its nothing but a wild guess) and like the PS3 to PS4 shift they can also pull across assets, then that looks to be the quickest they can turn a title around. Which indicates a 2011 release date rather than a 2010 one is, on the basis of not cherry picking data, more likely.
And most of them have a track record for doing so successfully, something that PD doesn't, as such its a 'whataboutism' logical fallacy. PD's track record is what counts here.
A. GTS is a blockbuster in terms of racing titles, not software overall.
B. As I have covered above, it only meets the time-frame if you cherry-pick data.
C. People who buy a console just for GT were what was being discussed, and my point was that 'single-title' purchasers are the last thing you want for a launch console.
They said that for the last two generation changes, didn't work out that way either of those times either.
Utter and complete nonsense, weather effects have nothing at all to do with hardware limitations of the PS4.
Racing titles that include weather on the platform include: WRC 5, 6 and 7, with 8 to have dynamic weather, Project Cars 1 and 2 (both dynamic), DriveClub (arguably the best graphically on the platform), F1 2016, 17 and 18. Dakar 18, Vrally 4, Ride 1,2 and 3, TT IoM, SLRE, Dirt Rally 1 and 2, Dirt 4.
In fact the only two title I can think that didn't have wet weather are GTS and AC. Now AC was developed by a tiny team with no PS4 experience and a clear focus on physics and FFB.
Weather, be it either fixed or dynamic is more than possible on the PS4, and in a very, very basic form is in GTS (
one event at one very short track and not very well done), as such it has nothing at all to do with hardware limits and it totally about how PD chose to spend the system resource budget they had to hand. PD clearly focused on maximising visual fidelity over everything else, and that has nothing at all to do with hardware limits, or we would not see just about every other dev choosing a different system resource budget and managing to include weather.
Yet PD being PD they are likley to re-engineer everything.
Honestly every time we get a new platform we get the same story from PD, 'we can directly transfer assetts', we 'already have the base in place', 'most of the work is already done', the 'engine can be reused'.
To-date its never either been done or provided the time-savings that they claimed it would, as such I remain very, very skeptical that they will change in that regard at all.