ICStats said:
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common misconception because of the almost-realtime lighting effecting the rest of the car, see doing a realtime reflection of 2d surfaces (lights) is nowhere near as costly back in the day as reflecting geometry, so a series of low resolution cube maps were created per track for that purpose.
some areas used hexagonal maps with no upper and lower faces (just the 8 side faces), especially in tunnels or on night tracks where more detail is shown on the horitontal view than vertical, this basically meant it was still a cube map but with the upper and lower faces shifted to be used as side faces.
Average track would have 50 or so 128x64, 64x128, 64x64, 32x32, 64x32, or 32x64 cube maps for the record, 2d light reflection was 256x128 for night tracks (allowed since tracks generally had less geometry and detail, but more light sources), and 128x64 or 128x128 on day tracks depending on track type.
Useless trivia #2, GT4 had the ability to get punctures and blow your engine, complete with spark particles on the bare rim until you pitstopped, it was removed before prologue due to the ps2 not being powerful enough to handle several cars emitting sparks, or smoke particles for blown engines, it never got revisited even for the final version or subsequent games for the PS3.