Could, definitely.
But doesnt need to be.
You could incorporate LOD management into it for instance.
Runtime mesh merge things directly into a single mesh so as to have a batch of drawcalls instead of separate ones which lead to better performance.
But you don’t really need to do any of that for low poly environs unless you really clutters things up with 1b instances…
What costs a lot, like always, is random one off things with on tick functions that get duplicated or instanced by someone who doesn’t know any better or forgot to check if they had tick stuff happening.
If you don’t do that sort of one off stuff, you dont even need to worry about the eventuality