If you are rendering with Redshift, it's possible to push the render time from seconds and minutes to hours with one big mesh, or kill your render entirely. That is about managing the swapping of geometry and textures in and out of the available vram. it's obviously better not to have to swap constantly, and to have headroom for multiple assets to be loaded in parallel for each bucket.
So seperating one large mesh into multiple smaller ones is often preferable.
AS the GPUs have got bigger, this is less brittle, but still worthy if you like fast renders.
Once Redshift is out of core, performace is off a cliff and everything sucks. This can also be aided by thinking about how your geometry is displayed in Maya, unless you have a seperate GPU for your display, you probably don't want everything drawn in the veiwport when doing a GPU render in the GUI.
I do a lot of environment work, and diciplined use of instancing rules my world....right now I'm loving MASH's distribute node's "initial state" mode...you can plug locators or groups into the node to drive an instancer, (easier to track than Maya instances + instacer node's display options).