You don't count cars with different liveries, base models in white, anniversary cars etc. as "unique" premiums. Take another look and you'll find somewhere around 400 premiums + GT6 DLC, give or take, and that represents all the modeling since the release of GT4. I also don't consider "premiumized" cars as true, next gen ready premiums. No interior or cockpit = no premium to me, just a better looking skin.
With GT6 we got less than 100 new, unique cars. Add to that the 30 or so we got for GT5 and that's 130/3 years or 43/year.
The math is inescapable.
Yeah, the Mercedes Concept had no cockpit & sure looked nextgen to me.. There's something else I would mention.
You may not know this, but with the next gen age comes the next gen game development technology & software.
Sorry, I can't believe (after what I've seen out there), that it takes 10 years to do this now. Kaz is already moving
in a new direction in software. He is building a better simulation foundation for GT so that improving the game will
be flexible and easy. This all means that the game will be easier to make, upgrade or/and improve.
I've seen some technology out there that is mind blowing. In your case; you are judging GT's evolution based on
assumed tech that the developers may not be using anymore. They still use the same pipe lines, but the makers have
access to new tech to bring in data for the tracks, cars & physics they will be incorperating. That's why GT6 was
developed. It was a place holder til GT7 was ready to hit the shelf. Gt6 works but seems shallow somehow & that's
why it was hated a bit, but the simulator & new features work like heck. I could never get enough of it. GT5 wasn't
as organized but it had more depth in a way. Still, that was sloppy & I prayed the return of UIs simular to GT3 or
just something new and innovative.
The game itself works. The UIs are nothing more than option havens to access the content of the game, how
ever the gameplay it self is the raw core of the software. As a driving sim, this game provides a friendly approach
to circuit racing & driving aspects across a broad perspective of UI data havens. It's those havens that need to
be improved, as they are the things you are working with in the game...
All I'm saying, & you should learn to see as I have,"The reasons why a higher count of cars can't be made so easily
is not based on a time basis of creation, but a matter of work load. One work load is programming a new engine, &
another is improving the aspects in the game. That alone is a buss load of texturing, shading, even mapping. This
takes time to re-master for PS4. Still, once the base engine has been established, then they can kick into gear,
putting new cars in.
With the PS3, Polyphonydigital couldn't do everything they wanted with the game, but with the PS4, now that
changes everything. They are building the infrastructure for the PS4 GT game platform. This will be hard work alone,
so the cars do wait at this point. But, once the structure is laid, that's when the game will fly. That's what I meant.