I am not familiar with 3D rendering details so please excuse if my question is too obvious.
The game I am porting is an spherical world and the camera is always looking at some part of this sphere (half sphere the most).
I want to know if I need to implement the Occlusion Culling to lower the poly-size or if the engine is capable of discarding the triangles that are not shown because they are on the other side of the sphere.
I take it what you’re asking is if a mesh is not occluded, do the portions of the mesh which are occluded get rendered (or at least incur a cost). My guess is yes, they do. Which is why I think they recommend breaking up your geometry into reasonable-sized meshes so they can be culled. Not too small or you’ll get too many draw calls, and not too big or you’ll wind up not culling much. What “too small” and “too big” mean depend entirely on each case.