Clipping off meshes increases the "frames per second" and decreases the primitives(triangles) drawn.
I've tested this using an empty scene first with only a TestSceneNode and later with only an AnimatedMeshSceneNode (ms3d).
Both were not displayed after the camera moved too far away.
But "irrDriver->getPrimitiveCountDrawn()" never changed when using an AnimatedMeshSceneNode as it does with a TestSceneNode.
On the other hand having a scene with 100s of AnimatedMeshSceneNodes and a small farValue doesn't speed up the performance even when they are not display (since they are too far away)
Is my understand wrong or is this probably a bug?