micropolygon can offer a good performance with volumes, particles, hair, DOF, and MB. it's not friends with anything pbr or raytraced thou. that means any modern pbr shaders, area lights, raytraced environment lights are bad and will render quite slow. if you wanna go with micropoly, stick to shadow maps and old school shader models (lambert, phong...). that makes it largely obsolete these days unless dealing with heavy volumes or particle sims,and perhaps some other special cases that are difficult to raytrace. heavy geometry and instances are not benefitting from micropoly in any way i would say (maybe rather opposite bcs unlike raytracing, micropoly needs to fit an entire scene in memory at once, if i understand it correctly)