In most modern driving or open world games, the shadows are actually dynamic/realtime, otherwise the texture size required to have sharp shadows across a large area is going to be huge.
What most games do is make the shadow-casting lamp follow the location of the camera, this way, you always see shadows all around you, but it doesn't have have to render a huge shadow map for the entire map.
Static shadow maps (using a different set of UV) is still a huge part of most games with a high percentage of indoor space, as it gives softer appearances and potentially bounced lights as well.