is there support for small object culling ?
What I mean is that when having large assemblies, small objects, or small features, are not seen: if the scenegraph tries to render everything, the performance could come to a halt. Imagine a ship, a car, a house, ... designed by a team in all the details: with assemblies and good organisation, it's quite easy to come to very large models very fast. If every screw of a car is rendered, there will come a point where the GPU/CPU will crawl to a halt.
I think this is called culling, or LOD (level of detail) but I don't know the precise mechanism. I could imagine that if the bounding box of a feature/part is smaller than 2 pixels (TBC), the part is not actually rendered and replaced by a square box of the same color.
For example, even with this very simple model with Lego bricks that has ~300 parts, the individual bricks have small fillets all around, which is realistic when looking closely. But in a large view, these fillets are not seen, and yet the 3D viewing and rotation is extremely slow, less than 1 fps: