You miss my point again.
For all the things you've mentioned, there are optimizations known for years. Mipmapping, lods, frustum culling, etc. The details are made with textures, bumpmaps and so forth. It's not rocket science.
My problem with this particular issue is that some years ago (10) I wrote my own 3d engine and a paper on drawing optimization (quad/octrees, bsp, bounding volumes, etc), and that's why it's itching me, because I know that this could be done better.
The very core of my issue is this - In the closed bay i have 45fps, when I'm ejected to main deck of the station, 55fps, when I take off, it's 60.
If the station is so complex, why the framerate is lower in what is essentially a closed box? What is there to draw? Geometry wise, it's much harder to render a RES, or a minecraft world at a distance.
Of course I can (potentially) just buy a 970 and shut up. But then again, the company I paid money to, could launch a GPU profiler to see why the frametime renders are longer inside the goddamn bay. It's not a biggie for the engine guys, believe me.
What saddens me, is the level of denial and topic switching that I see here. Simple arguments such as "empty box - low fps"; "RES - high fps" don't seem to catch people's mind.