Okay, upon further inspection, this is what I’ve found (in addition to the perhaps-too-large-for-your-GPU render tile sizes):
the tires were the main problem: excessive vertices.
The treads were the main issue there.
Also, the hubcaps were fused with the body of the vehicle.
When the subsurf level for the tires was anything above 1, then the CUDA error would appear due to memory issues.
A quick fix I implemented was to instance the tires, treads, and hubcaps, and separating the tires from the treads so the tires could be further subsurfed while the treads were left at 1 subsurf level.
In the example blend, I replaced the tires with ALT D’d copies of one tire (even as I noticed the front tires were somewhat slimmer). I also applied thickness modifiers. At the time, I simply wanted to see if this was even renderable
To put it through a real test, I set it at full HD resolution, with 256 render samples and 256x256 tiles.
Peak memory was a mere 675.1 MB
Here’s a look:
Attached is an example .blend file for your review:
blendca-Example.blend (9.8 MB)
The area lights kept producing strange results that seemed to suggest subsurf was too low, especially on the back of the vehicle, so I swapped those out for mesh (plane) lights, which, on my system, seemed to render faster while giving better results.
An odd artifact kept appearing in the windshield (lower right), and that appeared to be an overlapping face (not enough distance between faces), so I seemed to have corrected that with a slight ALT S.
I hope some of this can be helpful to you!
Take care, and best wishes on your project!