I don't think you can draw conclusions about the 3D model without also having some baseline data first, including different aircraft/locations and runtime settings, but also hardware specs.
No, I really couldn't do that, except I happen to have quite a bit of data.
Vitos in fact describes the vertex count:
- twice more complex than my previous "MiG-15" aircraft model, and even harder than "Vostok-1/R-7" spacecraft/rocket model made by me.
Since I'm rather familiar with both the MiG-15 and the Vostok and the Vostok tends to be too heavy already for my box, I have an idea of how heavy the model is.
Also, in the event, the screenshot tells a lot. You can see the plane pointed above the horizon, but you can see that the horizon is blurry. You see an altimeter in the cockpit which tells you how high we are. The rendering framework is not ALS, and hence from the horizon, knowing altitude, you can see that visibility is low. There's no cloud in the view, i.e. no performance drain due to clouds. From that in turn, you can estimate that there can hardly be any scenery inside the view frustrum, i.e. you can dispense with masks - if you have a shot like this, you know it's only cockpit and sky.
The default skydome has a performance footprint close to zero, so... the 8 fps are exclusively made by the cockpit and you can dispense with the further analysis of the bottleneck
