Great question.
The reason I mention that has to do with the RSX having 128-bit pixel precision supporting High Dynamic Range lighting.
http://en.wikipedia.org/wiki/RSX_'Reality_Synthesizer'
The car image above displays an excellent range of lighting glare on the sides of buildings and the car's accurate interior reflection.
I can't say too much about the cars shadow on the street but the shadowing on the car looks very good.
So I do not know for certain, but High Dynamic Range lighting could be part of rendering this image.
http://en.wikipedia.org/wiki/High_dynamic_range_rendering
Now the "Deep Color" setting is important for High Dynamic Range output and should instead be on by default.
Otherwise RSX output thru HDMI is transmitted using Limited sRGB or less than 24bit (8bit per) color values.
SEE REFERENCE:
http://manuals.playstation.net/document/en/ps3/current/settings/rgbfullrange.html
But when Full Range & "Deep Color" is enabled, RSX output is transmitted using xvYCC or up to 36bit (12bit per) color values.
Providing video signal support for High Dynamic Range content on your Display.
It wasn't until PS3 update 1.80 May 22, 2007 that they added the in between options.
[RGB Full Range (HDMI)] has been added as an option under [Display Settings].
[Y Pb/Cb Pr/Cr Super White (HDMI)] has been added as an option under [Display Settings].
I can attest to the difference based on a side by side photo comparison using a Blu-Ray movie on the PS3.
When "Deep Color" was enabled the quality of an HDTV image was easily noticed to be magnitudes better.
Plus an intelligent friends testimonial about Deep Color and Full RGB setting's affect on playing a game called Folklore.
xvYCC or Extended-gamut YCC is a color space used in the video electronics of flat panel television sets, supporting 1.8 times as many colors as the sRGB color space.[1] xvYCC was specified by the IEC in October 2005 and published in January 2006 as IEC 61966-2-4.
xvYCC uses the full range of values (1 to 254 in an 8-bit space) to represent colors. In BT.601 and BT.709, RGB colors are represented only by 8-bit values from 16 to 235. This limited range was established to allow for undershoot and overshoot, attributes of analog TV signaling. With digital TV signaling, there is no undershoot or overshoot, and the values from 1-15 and 235-254 can be used to represent real colors. In order to maintain backward-compatibility with earlier standards, the red (R), green (G), blue (B) and white standard colors are still calculated at the same indices in the color space. The wider ranges of digital values allow representation of deeper greens, deeper reds, and deeper blues - and of course intermediate colors previously beyond the boundary limit in the CCIR 601 color space.
http://en.wikipedia.org/wiki/XvYCC
As well as some online Forum blurbs about the effects of Full RGB
http://boardsus.playstation.com/playstation/board/message?board.id=ps3&thread.id=1551009
http://forum.teamxbox.com/showthread.php?t=529981
If you are using S-Video or Composite turn "On" -- Cross Color Reduction Filter.
http://manuals.playstation.net/document/en/ps3/current/settings/crosscolor.html
Q. What functionality was added to each version of HDMI?
HDMI 1.3:
*
Deep Color: HDMI 1.3 supports 10-bit, 12-bit and 16-bit (RGB or YCbCr) color depths, up from the 8-bit depths in previous versions of the HDMI specification, for stunning rendering of over one billion colors in unprecedented detail.
*
Broader Color Space: HDMI 1.3 adds support for “x.v.Color™” (which is the consumer name describing the IEC 61966-2-4 xvYCC color standard), which removes current color space limitations and enables the display of any color viewable by the human eye.
* New HD lossless audio formats: In addition to HDMI’s current ability to support high-bandwidth uncompressed digital audio and all currently-available compressed formats (such as Dolby® Digital and DTS®), HDMI 1.3 adds additional support for new lossless compressed digital audio formats Dolby TrueHD and DTS-HD Master Audio™.
http://www.hdmi.org/learningcenter/faq.aspx
One of the things about many online comparisons such as GameSpot is that they only compare using default settings.
So they do not use HDMI or enable Full RGB & Deep Color output, which greatly affects the color/lighting range being displayed.
Notes:
http://www.extremetech.com/article2/0,1558,1975596,00.asp?kc=ETRSS02129TX1K0000532
http://en.wikipedia.org/wiki/SRGB_color_space
http://en.wikipedia.org/wiki/XvYCC
http://en.wikipedia.org/wiki/Deep_Color
http://uk.playstation.com/help-support/ps3/guides/detail/item65498/Update-features-(ver-1-80)/
Additionally there is some information I come across from time to time illustrating the graphical limits of the PS3 to still be levels above what we have seen so far. Deciding that the PS3 sucks because of the first crappy 1.2 runtime and initial color output were limited games (Fall of Man, MotorStorm) to less than 8bit is a premature impression of limits that have been quickly overcome by updates and revisions. Thankfully the PS3 includes a hard disk drive by default to accommodate a long list of advances or software changes in its life. As well as a true multi-core processor to accommodate porting or true multi-thread PC games in the future.
Now maybe you see why Microsoft went back and added HDMI to all their units after release, even after dismissing Sony for using it on the PS3 as just a movie thing. Even if Xbox360 had better pixel shading than the PS3, they would have had lower quality color output than the PS3. PS3 supports a higher color range via HDMI output of x.v.Color than what YPbPr Component video can support. Additional HDMI represents a pure digital transfer. Where YPbPr is a Digital Signal to Analog output to Digital Display.
Yadda, Yadda, Yadda...
I still believe the above image is easily possible for the PS3.
Just one car. In one city scape. The only challenge is texture, lighting, and pixel shading.
The vertex and geometry rendering could easily be done today.