Capping all tracks and cars to run the same FPS is just impossible. No way.

Problem is when your card goes disco with available power and start struggling to run your FPS target (as 60 FPS).
Point is it's not that easy to make all tracks running similar, when using our level of details and scene population. There are tracks which are busy like hell in real life, and we usually don't want these places looking like a Walmart parking-lot in the sim..just because we'd want that running similar to an oval in the desert flowing at 400FPS. There are place which are more flat and empty, making your GPU happy, others are sneaky and long and there you can use hardcore lodding because objects are visible just from small distances because of natural
occluders (hills, turns, up and down etc). Other place, like AMP, are natural rollecoaster flowing in a small area, with everything visible all the time around the track, making LODs less efficient, sometimes impossible. There are tracks with multiple pitlanes and multiple garage buildings, like Silverstone and Indianapolis.There are tracks using naked tire stacks and these are loads of tris on a sim. Other tracks are using tire canvas, much more friendly on tricount because you don't need to model tires, at all. Etc etc etc etc..... If your goal is to make all these place running similar means your average level of details will be low to very low, especially for busy tracks. Which is what you can get running our busy tracks at medium or low settings, right now. Also, we care a lot of optimization, but we've seen people complaining when we go too aggressive on LODs, which is something other titles are doing, almost all the time. So, sometimes people ask more FPS but at the same time will complain for cheap looking track and/or aggressive LODs. Same goes with textures, which is a factor growing together with the scene population level and complexity. You see, it's not always xmas for track makers.
AC it's going that way (less population) as its visual target is more focused on car models, maybe because they have DOF and PostFX which are usually focusing cars and making everything else blurred out, I don't know. Whatever, their tracks are not up to our standards in terms of scene population, texture resolution, TSOs and Buildings/Structures modeling.
I'm not saying we are better, I'm saying we are doing differently because we want that way. They have their goal with things, we have our own. We should stop comparing really....And btw, I see big FPS fluctuation in AC too, running different combos. I find this pretty normal, if you ask me.
