World composition - when is really necessary?

Some time ago I had this doubt, and I still have it.
It seems to have a simple answer, but I can not find a precise information.

When is it really necessary to use world composition?
The processing of streaming in and out a sub-level are better than simply having good LODs in the meshes and landscape?

Let’s suppose this scenario, a landscape of 4033x4033.
Is it better to divide it into smaller chunks?

Some problems I am having with world composition:
-Very noticeable stutter (at least playing in editor) when in runtime the tiles are streaming in and out ,
-The very difficulty to hide pop in and out of the sub levels when streaming in and out.
-Depending on what order some actors are spawned, they can fall into void if the landscape has not yet been streamed yet (I suppose this can be work arrounded )

So in a few words, when it is strictly necessary to use world composition (developing for PC),

thanks

World Composition isn’t for optimisation.

It’s for streaming enormous worlds; usually those that are way bigger than 4033^2.

Great response, thanks!