Don't you think that if car creation in LFS becomes official with official import tool, more skilled people can work on cars and even currents modders can do higher quality work ?
Also, I totally agree about a in-game car/track downloader that get the files from the server (just like Multi Theft Auto).
Same for custom cars, just look at the number of VOB mods, that's the main thing people are requesting ! Give them the tools to create new cars and track, and you'll see how much people will come back.
Texture modifications and LFS Tweaks are nice for 1 hour but after that, LFS is still the same repetitive game.
DX12 will reduce compatibility to Windows 10 computers with DX12 capable hardware, so I think you can dream of it for a while before LFS will "upgrade" to DX12.
Please look at all the game that are running with DirectX 9.0c and that are really complex and detailled, and also have good performances. LFS is way more optimised than thoses games.
API upgrade is unnessary at the moment. Maybe going to OpenGL can be an alternative, but the lack of build-in API for inputs for example can be a problem that add more time and complexity to the game port.
Actually, after some testing, Westhill FPS drop is caused by the fact that we use V-Sync and it can happens that the game drop slightly Under 60 FPS, so V-Sync will make the screen refresh at 30 FPS, which is horrible. Try to disable V-sync and add frame cap at 62 FPS, there is no more visual FPS drops.
@Ped7g : You are right about framerate variation between LFS and AC. And I too want to see dynamic (or at least static) weathers like rain, foggy, or even snow.
Thanks for your detailled answer (and finally realtime shadows and reflections ).
If you want to optimise more your game, you can also try Occulsion Culling.
But I guess that people will have to upgrade to play LFS (supporting 2004 hardware can be quite frustrating), that's not a bad thing, it will make LFS really move forward.
Scawen, I think the problem might be draw calls at some places. You should try to create bigger object instead of a ton of small ones. It will reduce a lot the number of draw calls sended to the GPU.