This is well put.
Both weather and ToD are dynamic, but whereas the weather has few notable shortcuts and limitations, the time of say has a lot of notable restrictions. This doesn't mean it's not dynamic, it just means more shortcuts are taken, and its range is limited.
To put it simply:
Static Race starts a 8pm in-game. You race for 6 hours. Race ends at 8pm in-game.
Dyanmic (Forza 7): Race starts at 8pm in-game . You race for 6 hours. Race ends at midnight in-game.
Dynamic (Project Cars 2): Race starts at 8pm in-game. You race for 6 hours. Race ends at 11am in-game.
Forza 7's ToD then has a limited dynamic range (owing to limitation with the lighting system), as opposed to Project Cars having a full dynamic range. Both are still dynamic however.
Since this discussion started I realise Ive experienced/seen a few different systems the last couple of generations:
Full Dynamics/Fully Dynamic - synergistic systems directly affecting environmental conditions
Technicals: independent real-time light emitting source (sun) illuminating space and interacting with objects (shadows) tied to a simulated weather system
Games: Gran Turismo 5, Gran Turismo 6, Project CARS, Project CARS 2, Driveclub, Forza Horizon 3
Others I can't really put a name to due to nuanced differences:
Technicals: Player-dependant real-time light emitting source (sun) illuminating space and interacting with objects (shadows) tied to a pre-defined weather system
Games: The Crew
Technicals: Player-dependent real-time light emitting source (sun) illuminating space and interacting with objects (shadows) tied to a simulated weather system
Games: Horizon Zero Dawn
Technicals: Player-dependent real-time non-light emitting source not interacting with objects tied to a pre-defined weather system
Games: Forza Motorsport 7
Technicals: Static real-time light emitting source (sun) illuminating space and interacting with objects (shadows) tied to a pre-defined weather system
Games: Gran Turismo Sport
I don't think it's pre-defined. If it were, the weather systems would kick in at the same time just like what we saw in the demo. Just because the sun is not a light source, that doesn't mean there aren't simulations in place. Your labeling these systems in very specific terms and while Forza may not fit that exact definition, the end result is still convincing and that's all that should matter in the end. The rain starts at random points, puddles form, the lighting is effected, and the physics are altered. If that's not a form of simulation, I don't know what is.
Also just like with PC2, there was a cost to the implementation you're referring to last gen, and that was to frame rate. So again, if a method is used to give a similar effect but keep resolution and performance, why is this seen as a bad thing? Regardless of how it's implemented, the developers still had to take different lighting and weather conditions into consideration when creating assets. It's also more taxing on the hardware with these systems than a race with static lighting and weather.
Not really sure why this continues to be a big deal.
Races are pre-defined pre-race. At the start the game chooses a path for time and weather and as the player drives around the circuit it changes according to that schedule i.e. the weather system doesnt just decide to kick in randomly. Theres a specific set of pre-defined schedules for the game to choose from. If it was dynamic there would be a more equal share of race conditions. Its done like that for a reason. Because the sun doesnt actually move across the sky they use cloud cover to make the sun appear to be somewhere else.
Not sure about the puddles but it could also be part of the pre-defined rules of that particular schedule.
Forza 7 has dynamic weather. It changes as you race. Whether it uses pre-baked transitions or not, it's still dynamic. Just accept it.
Horizon: Zero Dawn uses a similar system of multiple pre-baked transitions for it's ToD and weather, yet I can't recall anyone trying to downplay it as if it wasn't dynamic...I wonder if that's because it's a Sony exclusive?
Scenes transition from one pre-defined state to another. Pre-defined/baked is not dynamic/fluid. Furthermore the changes are dependent on player activity. A dynamic system is not reliant an another system.
I
think you're wrong about Horizon Zero Dawn. If you walk forward and backward you can literally see the shadows move back and fourth i.e. player dependent. That would unlikely work if it is pre-baked, right?