Please see attached screen shots.

You can see here that when my vehicle collides with the stack, the step simulation spikes to 85% - leaving only a fraction of time left for rendering.

Actually, a lot of times the updateVehicle and solveConstraints spikes to 30% both. and the rest all goes to performDiscreteCollisionDetection.
My vehicle is using a convex hull shape, but even the default bullet demo box shape spikes as high as 60 - 70% when colliding with the stack. When the vehicle is not colliding with anything except the floor, the simulation takes as much as 60% constantly.
When i removed the vehicle from the dynamics world - leaving only rigid bodies and a kinematic character controller and my btvTriangleMeshShape (30k+ triangles), step simulation only takes 20% - 30%. My collision ground is a static plane and my vehicle initialization is almost exactly the same as the one in the bullet demo if that helps.
Would appreciate any ideas on how to optimize or remove this bottleneck on vehicles, or if any other share similar simulation.
Thanks in advance.