I believe he wasn't talking about replay fidelity
Car looks the same, only you don't look at it while driving, since you're in cockpit.
But the whole graphics issue is a matter of perspective.
I can see one shader has updated reflection code, while others are left with old / even older code (depends which one). There are two shaders supporting AO maps, while others do not and therefore we don't see AO maps on current tracks by ISI.
I can understand that - you're working on some feature and one shader is all that you need to test it. For a modder, even one updated shader may indicate upcoming changes, but for end user you would have to update more shaders with new features and then provide updated content.
And of course new features are prone to frequent changes. ISI would probably end up updating content more than once, just to let us see some new features in action, while in fact this wouldn't be bringing us closer to gold release.
So when people ask about why graphics is not on par with, let's say pCARS - ISI's answer will be: It's WIP.
And it's true, but people will still look at pCARS and say - hey, it's WIP too but it looks better.
But the thing is - pCARS got their graphics to certain point before showing first materials while leaving physics behind. Some graphics features are now added (time of day, clouds etc.) but you don't see any change in the way cars or tracks look. They don't have to update content because they focused on graphics first and got it to some point before first release.
If you reverse the comparison - you could keep asking pCARS developers why physics is behind rF2. They'll answer it's WIP