Well I did some testing, subdividing the meshes successively more to see what effect it had on speed.
Finding #1 was that making the mesh sections bigger - providing fewer draw calls, actually made it slower! That would be, 128x128 quads per mesh, which is 16k quads, or 32k triangles per mesh. Seems to be too many despite being only a few draw calls per frame. Plus factoring in some time lost spent drawing more triangles off screen due to the coarser culling.
So instead I tried going the other way and increasing the number of draw calls by making the individual meshes have less triangles. Here are my findings:
#2 My normal framerate was 87fps with 64x64 per mesh, ie 4096 quads, or 8192 triangles. Came out around 30 or so draw calls per frame based on my camera view. The camera view has a LOT to do with this - I have kind of a semi-overhead-behind-shoulder view which shows perspective but cannot see the horizon, so far off meshes are not on-screen.
#3 Reduced mesh size to 32x32 per mesh, ie 1024 quads or 2048 triangles per mesh, potentially quadroupled the number of draw calls. Framerate went up to 105fps, probably around 100 draw calls.
#4 Reduced mesh size to 16x16 per mesh, ie 256 quads or 512 triangles per mesh, potentially quadroupled the draw calls again. Framerate still went up to 112fps! Draw calls is around 250-300.
#5 Thought I’d try even smaller, 8x8 per mesh 64 quads or 128 triangle per mesh, again quadroupling draw calls. Framerate DROPPED this time to under 90fps. Drawcalls is over 850.
So it’s pretty interesting. It largely depends on how much is seen by the camera of course. Then it’s matter of trading off mesh size for draw calls. Once the draw calls got up to, like you said, probably in the 3-400 range, it hits a limit.
I happen to have scaled the mesh size in proportion to number of triangles but quite possibly you could get away with more triangles per mesh if you have denser meshes, and squeeze out more triangles for the number of draw calls?
I’m happy with the results and will head out with the 112fps scenario.