RDR2 is also a tricky example because, although certainly the case now, its situation was different at launch.
Before they replaced their insane, artifact free (undisclosed) Ambient Occlusion solution with SSAO, the game interiors and all instances of indirect lighting looked often just as impeccable as everything else.
There might have been some limitations with very small objects, like plates and glasses in the below shots:
But overall when it comes to lighting I feel the game never really felt off in version 1.00. All gameplay shots, most in first person, on PS4 Pro. Worth noting some were only possible thanks to glitches as you were never supposed to freely enter some of these interiors, making them even more impressive imo.
It's funny because at times SSAO is clearly more aggressive:
But it just obviously lacks the realism their heavier original solution had, even aside from the ugly disocclusion artifacts that were completely absent before.
Along with the shading around the eyes and faces in general, or hats no longer shading foreheads, little objects were also pretty impacted by this:
Check the bottom left corner, or the chair.
I almost wish I never spent thousands of hours on version 1.00 because every other version feels instantly gamey in a very annoying way, even aside from the LOD downgrades. I mean this is same exact time of day and wheather:
Check the foliage occlusion behind Arthur:
Or Dutch chest, ear, and his shoulder no longer shaded from his vest:
RDR2 only hope is a current gen version (along with PC update) implementing RT AO, because there's just no way I can see them going back restoring this original solution when they didn't bother porting it to PC.