At this point I would take 'literal PS2 track ports' into GT Sport... if they were done as well as Midfield 246 Special Stage 7 Deep Forest Grand Valley Nordwand etc. in GT6
Half of the tracks you mentioned aren’t ports, and SSR7 and Nordwand aren’t even PS2 tracks
Yeah, I've always thought there are 3 different track modelling types going on in GT6...
The ones built from ground up, the ones from GT4/5 but with descent re rendering/filters added here and there, then the only ever slightly improved versions. So I think there are 3 archives they dig from when building the tracks.
So, that would mean there are actually only 3 new tracks built from the ground up in GT6... Bathurst, Big Willow, Ascari...... Silverstone, Streets of Willow and Matterhorn are all built using old archived ps2 "enhanced" graphics...Have you ever noticed how smooth the first 3 I mentioned are, and how good the lighting is on them and even the depth of field effect?....Then noticed how typical and flickery the "new" other ones are and how average the lighting is on them. Streets of Willow for example is definitely using the older archives and lighting from Laguna Seca imo, compared to Big Willow's smoothly textured rendering, and Silvertstone is definitely using Grand Valley Speedway lighting, textures and rendering (enhanced PS2 textures)
So Matterhorn, Streets of Willow, Silverstone etc are actually all built using the ps2 archives but with the extra filtering and enhancments added...
Then right at the bottom you have the ps2 track texture archive. The ones with only slight texture filtering added to them(to stop grass from dancing etc) and lots of fazing overlays to hide the low res textures.. so the low res textures like the small cliff faces on Trail Mountain etc, which are just a blur when you stop and look at them. They did that so the low res textures would composite with the rest of the higher res textures they did bother to redo.
So SSR7 is built from SS5 ps2 track archives etc