It would be cool if the game took advantage of the Inverse Square law for calculating the rate at which light attenuates. Right now headlights seem to lit up stuff in front of you with the same intensity, no matter the distance, which is obviously not realistic. Info and stuff: https://en.wikipedia.org/wiki/Inverse-square_law https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Lighting/4_2/index.html Btw: the ISL is also related to sound attenuation in real life.
There should also be an option to turn that kind of stuff off in the settings (for people with potato PCs)
The lighting system for lights on cars in general is not really that good. I'd love to see improvements in that area but I also understand that this issue is fairly low on the priority list at the moment.
We are researching improvements for the render engine, this specific topic are on my roadmap. Thx for your interest