Too much collision data can be bad (brush or q3map_clipmodel), but Iv only seen it as an issue in vq3 and rtcw with very complex terrain, - wolf et is much more for giving. In these cases then spliting the node/s can sometimes make a diffirance.[/quote]
Oasis suffers noticeably from this, as did RTCWs mp_assault.
One way to benchmark this is to run a dedicated server and watch how much CPU it uses as a single, high FPS client moves around. The client should be capped at an FPS level it can actually maintain, because client FPS has a direct effect on server load. Since the server is essentially only doing that clients physics, this gives you a good idea of how much CPU physics in that area costs.
With this method, I find that one client getting 200FPS in the allies first spawn on oasis takes 8-10% of my servers CPU (athlon XP 2000). On most the rest of the map, it takes 2-4%. Note that in mods without an equivalent of etpros b_optimizeprediction, the cost on clients (especially those with higher pings) is significantly higher.
There aren’t really any hard numbers that I know of (as there are many factors in performance and they all interact) but if you have a lot of complicated clip or brushwork without much structure it’s something to look at. There probably is a threshold where certain things stop fitting comfortably in typical cache sizes, but it would take a bit of work to identify.
Obviously this is only something to worry about if you are really interested in squeezing out every last bit of performance, or are running into serious performance problems.