Big or small meshes?

Hallo, which is better for performance? Make everything big, and move camera by big unit, or make everything small and move camera only by fraction od unit? Which is better for performance? And how to deal with problem, that when meshes (all world) is small, then shadows looks like pixelized, while in big world shadows even dont show (only on limited area)? (I mean shadow from direct light).

Standard practice is to use the scale 1 unit = 1 meter.

Shadows apply only to the area you configure – adjust settings so that the shadow map covers only the area needed and no more. See


Related: Shadows: incorrect shape and transparency ignored