You know that rim blur acts as a lod switch for rims depending on wheel rotation speed (even, and mostly for lodA), and comes from a time where geo was much more expensive than today (as rims need a lot of tris).
It goes from 1) just 3d rim rotating->2) rim rotating+blur floating over it-> 3) just rim blur:
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The 2->3 transition can be seen frequently on cars ahead of you accelerating out of slow corners.
By the end, It hides the center rim geo and shows a floating transparent texture to replace it, right over where its surface should be.
Depending on how it's done, it can also cut object count on multi-object rims, but in this case it adds the 4 objects but drops 30K triangles, at least per cm showroom.
Sometimes there can be render priority issues with that (like missing objects behind a transparency, inner rim lip, p.e.), but I see none with this model.
Usually on cars with few thin and widely spaced spoke pairs like this (a worst case scenario), the transition is prone to be more noticeable on liveries with bright spokes + bright outer lip + dark inner lip), because the blur texture should be more transparent on the spokes zone (vs. one for a more "solid" rim) when it only subsists at full rotation speed. It'll then contrast more on the spokes zone (by its high alpha/"absence") with the bright outer lip that remains opaque, while the center will remain floating as 100% (or nearly) opaque.
The only thing that can be done is to tweak the blur texture/alpha to make the 2>3 transition less obvious. But if you make it more way more opaque so transitions seen at 3/4 are more natural in tone change (a situation where more inner spokes geo was seen), then when seen from its face it can end too solid/unnatural.