Yea I read up the Farcry 3 GDC article again and I noticed I completely made that bit up, apologies.According to what I've seen on the matter, FC3's GI uses precomputed radiance transfer; the information about how light from a given direction (and also position, in the PC version, with a much heavier solution that also works on dynamic lights) should bounce through the scene is baked offline (I'm not sure where you got "during loading" from?). Light can be received by dynamic objects, but can't bounce off of them, so it wouldn't play nicely with destructible environments.
Well that's how night time is done in all games/movies. It's never actually night cause if it would be then it'd be pitch black in a lot of areas. To give the appearance of night developers and directors try to light up a dark scene using muted blue or green lighting, It's an age old movie technique.You ever notice in Far Cry 4 it never actually gets dark. Night always looks like dusk.
That's the first I've heard of it. I've read that they use light probes on the cars for dynamic lighting, but nothing on volumetric lighting. The secondary illumination I'm seeing in screenshots is in fixed locations on scenery, and I'm not seeing any coloured reflections off cars or much illumination from the road. TBH the situation of the cars is such that you can get away without global illumination, especially when the cars are all shiny.
Ignore the commentary cause he exaggerates a lot
You can even park your car so that the back is facing a wall or some solid surface and turn on the tail lamp and it will illuminate your cockpit. Not secondary illumination I know but you can see that bit in the link.