I honestly think the general game being the same, with some exclusive features for the Scorpio is how MS is going to differentiate and push the Scorpio to the market. This is their console release strategy from now on, it is their "next gen" console, with every game still being playable on XB1. Even the Pro (which is basically regarded as a premium sku rather than a new console) is allowed to have enhanced features if devs choose to do so (like a game with 2 player splitscreen on PS4, is allowed to have 3-4 player splitscreen on Pro).
MS is going to be pushing the Scorpio a lot more than Sony did with the Pro. So I wouldn't be surprised (in the hypothetical case that they managed to develop the systems for FM7) that it would feature selectable ToD/weather conditions on XB1 (like GTSport is doing), while at the same time offering fully dynamic versions of those on Scorpio.
Yeah, I agree it would make sense.
However, we know Sony's perspective is that titles need to have feature parity. Dynamic time of day and weather constitutes challenging gameplay considerations so you couldn't mix a PS4 player with a PS4 Pro player...unless, and perish the though, they introduced lobby hoppers so track/car/conditions configurations are selectable from a list of evolving choices i.e. include dynamic and non-dynamic hoppers on the same online systems, some with 'PS4 Pro' only on them. I can't see Sony splitting a brand-new online infrastructure with it's associated costs to accommodate both player bases when they've been pushing a 'one fits all' message that covers the whole community. One that will have millions of players.
I think the same is true for Microsoft but their situation is fundamentally different. Dynamics have never been a part of the Forza Motorsport experience so this year presents an amazing opportunity for it to appear across both platforms but Scorpio's being the most effective of the two.
Turn 10 are absolutely aware of Kazunori Yamauchi's comments on the subject last year so to debut dynamics in Forza Motorsport 7 would be the most ideal for impact/bragging rights not only for visual prowess but for an evolving gameplay experience.
This reasoning was discussed during the GT5 era, and it is simply not true. If you're that concerned about breaking your thumbs, you should be equally concerned about breaking any part of your hands or wrists - the best option in that case would be to let go of the wheel entirely just before the impact. It's a bad idea to hold the wheel in such a bizarre fashion the entire time just in case of an accident. Typically, race car steering requires significant physical effort, and you need the best possible grip in order to maintain control. In many cases it would be essential to hook your thumbs around the rim simply to gain enough leverage to turn the wheel in a consistent fashion. Gripping the wheel properly means you're less likely to have an accident in the first place.
Search for racing onboards on YouTube - it is extremely rare (and very strange) to see anyone holding the wheel like that. And if you look for onboard crashes, you'll see most drivers don't even let go, and don't end up with broken thumbs.
Since Gran Turismo has a Driver Academy and it's associated with the FIA, would it not be right to show how racing drivers are trained (if that is the way they are trained, of course)?