Rendering bloke here, for some more Mythbusters-style action!
Actually CPU is used a fair bit for graphics, and use could increase significantly with higher framerates. While the brunt of the load would be taken by the GPU (simply by having to handle 4x the number of pixels drawn per second) a lot of work is still handled by CPU.
Interlaced is super-easy to see problems with; watch some footage of a fighter plane or a jungle, things start to look like they've got sawtooth/fuzzy edges! In super slow-moving, super soft images it's ok-ish.
Beyond 4k (heck even beyond 1440p) the only really super-consistent way most people are able to tell is with text - smaller text 100% looks clearer at higher resolutions (effectively higher dpi, since screen size is usually similar). That's why phones and tablets have stupidly high resolution screens but TVs have been able to go so long at lower resolutions.
As for the rest of the graphics, are you getting 4x the improvement in visuals for the ~4x increase in load on the GPU and some extra on CPU? No, not really. There's better ways to blow the power available that are more noticeable.
A good test is this: what looks more realistic: a 4k gameplay capture, or a 480p youtube video (OF REAL FOOTAGE OF REAL THINGS FROM A CAMERA IRL) ? The only reason games aren't at 480p anymore is that we need some clarity and detail you can't get at 480p! Otherwise we'd dump every trick in the book we possibly could into super-realistic rendering, at a low res, then do the UI on top at full resolution.
Not particularly. AI would sample the world-state at the start of it's cycle. That would be just the latest state the physics was at that particular moment in time. So position, velocity, angular velocity, upcoming waypoint, etc. Then it applies its determined action until the next AI thinking cycle (sorry I'm trying to translate this into Normal, it's not easy).
Unless you're talking about having more cars on track takes up physics time (due to it having to run suspension/tyrephysicsbody calcs for each car every physics update). Then, yes. But the 'AI-thinking' part, no, not really.
One of the big myths that gets around is that Everything has to be calculated in sync with Everything Else, and that's not only wrong, but the worst thing you can do.
You can do Important Physics (ie your car handling stuff) at say 400Hz, AI (thinking, decision making) at 50Hz, Secondary Physics (ie bollards cones and anything not important) at 30Hz (sidenote: I think GT5P/GT5 was doing it at 12Hz or something crazy low), Network stuff (sending/receiving position/info in multiplayer) at 32/64Hz, and Rendering at 60Hz and it'll all be pretty OK.
What happens if you DON'T do that is you get physics or AI or movement speed or UI or whatever that is 100% affected by framerate. You can ask any Dark Souls players how dumb of an idea that was. Or the Fallout players what happens to the UI at high framerates.
If anyone has technical questions, just message here and ask.