Yeah the hype is loosing momentum to be honest. I also was very interested in this title. But there are some bad news popping out when closing to release date.
Cancelled psvr2 support, relatively small content, some mixed bag first impressions and from „buying day one” it went to „will wait for complete edition with all dlc and patched”
I think here's only a small portion of people losing hype, personally I am still excited for this an look forward to seeing more info. Cancelled PSVR2 will upset some, but it also shouldn't be a surprise, mixed bag first impressions will always happen as the subset of people interested in this game will have a wide array of expectations.
I disagree with the content though, I think we have been spoiled with other titles having content counts in the hundreds. Ultimately, this isn't a Gran Turismo or a Forza Motorsport or a Need for Speed, it isn't even a sequel or continuation of Project CARS which is easily forgotten due to Ian Bells involvement.
PMR is more closely related to the GTR series, most notably GTR2 which is what gets talked about the most in the marketing and build up. It's focused on specific GT based motorsport, like ACC and GTR were/are, so it's never going to have hundreds of cars and circuits. Is the circuit content on the lighter side? Yeah, it is, but it will still ship with 4 more circuits (at least) than ACC did, and the same amount that GTR2 did. Not to mention almost triple the amount of cars both those games shipped with.
ACC launch:
24 cars
11 circuits
GTR2:
27 cars
15 circuits
ACC pretty much doubled it's content with DLC, another 14 circuits and 20 odd cars. PMR similarly is adding at least 30 cars via DLC and at least 4 circuits. Plus the 5 car pre-order bonus pack.
Glass half full perspective maybe, but to me, the content is absolutely fine.
Moving on from that, some more detail about True2Track here:
Dynamic & Adaptive
True2Track™ surfaces
evolve over time as cars drive,
rain falls, or
rubber builds.
Surfaces use 1m square tiles, each subdivided into
7 cm x 7 cm sample points for efficient updates and
localized detail.
Each
surface type (e.g., tarmac, grass, drains) reacts accurately under
varying conditions.
Fluid simulation allows
puddles to form naturally, interacting with further rainfall,
drying and evaporation.
Every tyre influences the track surface,
altering grip levels, leaving marks and
marbles (debris).
Track conditions carry from
session to session, ensuring evolving racing conditions.
Balances
detail and
performance, even on large circuits, so that track states can run in
real time.
Sounds immensely detailed and actually dynamic, if it truly is, this could be the GOAT of track evolution dynamics, particularly for us console users.