Hi Francois:
AFAIK, on a practical basis, fewer draw calls may mean more acceptable performance in FSX at run time; but there are other considerations which may weigh in on that 'guess-timation' as well, such as vertex count.
But IIUC, that vertex count may
not necessarily have an adverse impact on FSX run time performance if the draw calls are otherwise so low.
With structures that large, we know that MCX will have to segment the model every 100 meters to fit the FSX "curved Earth" 3D world model, so one might wonder if there is any benefit to segmenting the object in
ex: Sketchup
prior to importing it into MCX ?
"
Whale Roadways (causeways) & Beetle Pontoons
Concrete Beetle pontoon for Whale roadway in Mulberry harbor
Beetle pontoon for Whale roadway in Mulberry harbor.
The steel whale roadways were up to 3,500 feet long and floated on pontoons (code named Beetle) made of steel or concrete which were kept in place by kite anchors."
http://www.worldwar2headquarters.com/HTML/normandy/mulberries/spud-piers-whales.html
The best 'direct' test may be to simply import a copy of the working project into MCX (with or without textures) to see how it performs in FSX at run time.
PS: <
Never thought you'd ever have much need to give "a tip of the hat" to the FSX FPS counter did ya' ? >
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BTW: Nice models, and they seem even better with each preview screenie.
Would you share with us which photorealistic renderer you use, and whether it can be launched from inside Sketchup ?
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Hope this helps, and thanks for sharing any insights which might help other aspiring Sketchup modelers !
GaryGB