PGR and Ridge Racer had the same sort of interior modeling and texturing of buildings were you could look inside them with even more variation and detail. The lightmaps of PGR were much better than RRs though and these pics show some great lightmaps as well. It could be why he wasn't too impressed but it's not just one aspect of these shots that make them impressive it's the whole cohesiveness of all these aspects.
mr_nothing the building on the VERY right is just a texture but there's plenty of geometry all over the place. There's a couple set of stairs and detailed trees. And the lightmaps on the building look great.
To me the visuals in GT5 are greater than the sum of it's parts. We can compare specific things about the game but it's really the consistency of the colors that make things look photographic.
And I don't think people here understand how hard that is to achieve. There are many 30fps racers out there with the benefit of high poly counts and excellent car models but they still can't get the same sort of photorealism in all aspects from cars and tracks to even skyboxes... And this has been true since the days of GT1. You had many racers on the PS2 that clearly had a better resolution and more polygons but they still weren't quite up to GT1/2.
Some of these pics demonstrate my point. Look at this screen:
http://i33.tinypic.com/zxno8m.jpg
And now look at this screen:
http://i38.tinypic.com/2hrcy88.jpg
I can imagine many developers being able to achieve the first shot. But can they put their asset into an engine and make it look like the second shot? And if they can...can they make the background look as good?