Okay i have done the update myself, i also accidentally put a too high poly object in that i will be rectifying today with a patch.
0.961 will update the mesh considerably and make it run considerably better. i was able to get the drawcalls to max out at 1300 on its own, at heaviest its 2200 on rain with 30 cars., i can probably get the rest by optimising the LOD's more, i just put the lods in a way that there is no gaps on the track so its not fully optimised.
0.962 will update the kupla mesh with low poly mesh saving drawcalls considerably and it will release today.
GPU is the definite bottleneck on my side. and i have the habit of using probably too many shadows and reflections on the map itself so i should probably cut down on them to be honest i will optimise it later as it should be pretty straightforward thing to do.
I will also do some AI upscaling on some of the lower resolution textures for keimola to spice it up. the reason why i have not implemented IBL/PBR shaders is that i lack a way to make the dust and prebaked grip and puddlemap program so it did not work properly like on the long beach, so before i know how to do it i cant use the shaders. unless there is a way to disable the prebaked map and still use IBL/PBR shaders. without making the track too dusty
Keimola went from 1344 objects to 459 objects so i definately culled alot of objects in general and merged them, i also merged vertices on the objects so i probably lost alot of vertices on the track aswell