Mesh Colliders - what is most efficient?

Suppose I have a large model with a lot of polygons. What would be more efficient:

  1. Create 1 large MeshCollider object with lots of polygons
  2. Break up the model into, say, 10 smaller chunks, each with a MeshCollider

My instinct says that (2) should be more efficient, but I don't know since MeshCollider is a black box to me. Does MeshCollider have an early AABB rejection? What is its algorithmic complexity?

Any extra information on the performance aspects of Mesh Collider would be much appreciated.

  1. should be preferable due to lower overhead. PhysX will construct one big AABB tree for all static meshes in the scene.