I've been wondering a few different things about different texture maps that I've been learning about on the polycount wiki texture types page:

First off, are anisotropic maps still used in the gaming industry today, or do we just use a combination of specular maps, gloss maps, normal maps, and so on? Based on my unprofessional opinion, I would normally say that they're not, but when I looked at the example on http://udn.epicgames.com/Three/AnisotropicLighting.html, I can't think of a way to achieve the same results using all of the other maps, so I just wanted to ask yall.

Next, how does the gaming industry generally apply cube maps today? As in, for every room of a world in a game, is there an already rendered cube map (or something along this concept) that loads for the player and reflected objects as they enter the room? Or are there such things as dynamic cube maps that render as you go (I've heard some things about it, and it seems sort of new). In that idea, are cube maps used as the actual reflected material, and reflection maps the UV mapped stencil/mask that is used like specular maps?

Thanks in advance.