that was the trade-off for the long drawdistane in reflections.
it was the right choice for the game but it doesn't hold up to scrutiny up close.
this is why I always cringe a bit when people say that Insomniac's RT is in some way superior to what other devs do.
the comparison that came up the most at the beginning was with Watch Dogs Legion, which also is an open world game with RT reflections.
Watch Dogs has a way lower draw distance for reflections, but the actual quality of the assets used in reflections is WAY higher than in Spider-Man,
and that was the correct choice for that specific game as well.
in Spider-Man the reflections are there so they look good while swinging through the city, high up, seeing all the skyscrapers that actually belong there being reflected.
in Watch Dogs Legion you are often right in front of a highly reflective surface, with high detail right near you, so that needs to be reflected as accurately as possible to not come across as unfaithful
Spider-Man traded detail for distance
and Watch Dogs traded distance for detail
neither is objectively better than the other, both are superior to the other in ways and worse in others