As I understand it, GT4's 1080i is simply the game rendered in 480p, stretched to 540p, then pixel-doubled and interlaced to 1080i.
I think it was done simply because early HDTVs didn't always display low-res content correctly, so if you had a TV that was giving you problems, you could try the 1080i mode to send a signal that the TV would be certain to interpret correctly.
1080p is 2.25x as many pixels per frame as 720p. Going by that, if the PS2 was able to render a true 1080i image, it should also have been able to render 720p (less visual information than 1080i), but it is not.
1080i mode shouldn't have any additional details in any given frame compared 480p. Although it could be displayed differently due to the various stretching and scaling applied to it, if you can't see a certain detail in 480p, you won't see it in 1080i.
In the video comparing the two modes, I don't see more details in the 1080i feed, but edges seem softer and thin lines smoother, but this could just be a result of 60 interlaced frames being blended to 30 progressive frames when the game is captured and uploaded to youtube.
But of course, I
could be wrong.
Also, the special cables required for 1080i aren't really all that special. Component RGB cables is something anyone who cared about graphical quality should have for their PS2s
. They really do make a huge difference compare to composite cables, no matter what the resolution. The image is a lot sharper, and color bleeding is completely eliminated.
edit: then there also is the question of how big an image could actually fit in the 4 MB of VRAM the PS2 has. 1280x720 pixels with 16 bits per pixel already takes up 1.8 MB of VRAM, and this slightly is less data than what is required for a true 1080i frame. This essentially leaves the PS2 with a measly 2 MB VRAM where you need to fit all the textures and 3D models and other graphical effects.
Unless I am understanding all this resolution and bit depth stuff completely wrong.