It seems that the build PD is using in the stage is there in order to obtain feedback about the way users think about their damage model.
In fact, there´re reports (and images) of a more detailed damage model used later, with glasses broken for example, in a new build they may have installed in the consoles of the demo.
I´m sure PD are aware of and respect the additional pressure other titles are going to do in Holydays. From the sales perspective, their product probably have an advantage because of the fame of their pars chapters, but the other titles that will appear near Christmas are REALLY more advanced than they were in previous installments. So PD for sure know that, both technically and content-wise, they must put all their effort.
And in fact I doubt they´re showing all their cards. The damage model, as is being shown, is visually top notch, if not very credible, but precisely because of that I seriously doubt what we see in the videos is the final code.
In fact, I suspect they subtle play with the attention of customers just to decide what to include or exclude of their final release. The list of features that blinked in their webpage probably was a probe...
In this dark situation, I think that
- Damage model would be more advanced that the one shown, but definitely at a price (less cars in-game)
- For sure, the damage model will be "clinic" and probably boring, at least in some way of "ultra-hard" mode, respecting thus realism. That is, every collision at more than 50 Km/h would mean race end. Visually I don´t know if they would allow for car destruction really... graphically do that would be insane (what kind of model use? pre-backed damaged models? It would be nice the first time, but four accidents later I doubt it´d be)
- The interiors of vehicles I´m quite convinced that would be fully modeled, and in all the cars available. If that is not the case, it seems quite difficult to stop people sadness.
But, at the same time, I think that It´s almost impossible, from a raw power perspective, implement the graphical overhaul a metheorology system would need. If we consider the 60frames-1080p handicap (because, it´s 1080 al last?), include transparencies/particles with rain, snow... in a system not precisely alpha blending-friendly have to be a nightmare. Or simply impossible.
Nevertheless, some "alternative" game modes may implement it, let´s say rally races with few (only one, or two) cars on screen.
More probable are different assets for the same circuit in night/day/evening or even dusk conditions.
I have always think of GT as a franchise focused in content and ridiculous attention to detail, offering a realistic-clinic look and a good sense of driving for pleasure. Not precisely racing, but driving. In this context, I suspect PD are pushing for the first time in two ways: the traditional approach to cars a bon vivant would do (seeing cars in garage, reading information about them, looking at the interiors, going to Suzuka and taking some laps, etc) and a new style, more aggresive-competitive, with cars that take damage, in courses that implement -as a test- variable metheorology, a part that is easily improved and increased via DC.
The mix of the two differents environments (the "premium" or competitive cars and the traditional, old-fashion indestructible, just used for driving purposes, vehicles) is what makes us completely out of place with the demo they´re using in the games Convention.
Regards.