I have a fairly simple question for which I'm seeking guidance:
Should large 3D objects be splitted into smaller ones?
By wide, I mean an object that would be as wide as a game level is, below is some mountain, the first picture shows it as a single mesh, the second picture shows it as multiple meshes.
Facts I've considered (might be wrong):
a large object simplifies the scene hierarchy with less objects in total, but at the same time it might be rendered more often than necessary since it will be considered as visible
a large object made out of smaller objects makes the scene hierarchy more bloated, but at the same time on a performance aspect is better since only visible parts of it by the camera will be rendered, the rest being culled
Note, these objects aren't complex by today standards, that mountain is less than 1K triangles and a complete level is likely to be less than 30K triangles.
Ideally, I would like to have the least amount of objects in the scene hierarchy to keep it simple, but at the same time I am wondering whether or not over simplifying the level might put extra problems on the table I haven't thought about.