Oh yeah, also UT99 also had 2 sets of textures for each surface, regular texture and detail texture that was tiled, monochromatic and had high frequency noise, if you came close to the surface the detail texture would gradually become more visible. IMO that gave the most eye candy back in '99 given how low res textures were.
Today too often they slap the single 4K texture for every channel (diffuse/albedo, specular/gloss, roughness/normal, reflectiveness/emission) all collected by photogrammetry and imported as such ... that could all be done more optimally for VRAM with one set of 2K textures and other set of 512K tileable detail textures that show in closeups.