In general though there is an obvious difference between the use of brushes and polygons in how such items are rendered (filled) as compared to an element done using a brush as it’s divided based on the number of sides it has verses the same element done using polygons that is rendered as a single element regardless of the number of faces.
A wall with a window using brushes is 16 elements and a wall done in mesh is 1 element no matter how many windows it has.
Still an assumption but the vis data generated of a all ase modeled map is usually 1/20th the expected total of a map of equal size so based on the hard number modeling a map in general increases frame rate performance over the same map using brushes even if the total count of the model exceeds the total number of brushes used to create the map. Math wise a 500k map is more like 25k done using brushes.
This was sent to me by FrankieV today as a reply to my inquiry as to how the tris count is so much lower under bumpy and HD renders.
I think it will help everyone to understand just how the engine treats models compared to brushes.