Thank you very much, OldMansBeard. RL is very busy at the moment so no rush but I want to make sure I put the request in now so that when time does open up I can dive into this and see what's going on. I also agree with _six. Still, I feel like there's some kind of "x factor" that I'm missing in this.
Aren't you just re-enforcing the issue that has already been proven: Aurora does NOT like high poly objects. We ALL know that, it has been proven soo many times over the past 10 years that it is not even worth considering as a non-issue. The more poly's single object has, the more the engine chokes. Looking over the numbers OMB quoted a page or so back, about how many faces/polys you end up with, regardless of how simple a set of models you use the original idea of saving draw calls becomes moot. The engine can't handle the actual poly count on anything large enough for an area to be useable to gain any advantage of merging everything into a single object. Add to that the issues of lighting, shadows, and what EVERYONE wants in the way of variability, a tileset of pre-set 8x8 or 16x16 tiles would get so boring so fast that few, if any, would use it more than once anyway.
It was a neat idea, but seriously, do you expect to find anything truly different enough to make a difference?
This sort of research would have helped Bioware long before the engine was finalized, but back then, 32 bits was new, and 64 bits was a dream. Bioware even investigated what it would take to update the Aurora engine, and decided they were better off dropping it completely and moving on to a completely new engine, which they have also dropped in favor of licensing software from some other developers.
Anyway, the missing 'x' factor you appear to keep missing is just the simple poly count issues we have always had to deal with. No gain in speed from a single object vs split up objects, and in fact, reduced functionality with no real gain at all in speed - thus, no advantage.
With newer game engines, the draw call limit might be an issue, but likely it has already been designed around in various other ways. That, and the fact that newer game engines are all written in 64bit languages even if the various programmers are NOT using the true advantages of the larger address bandwidth.