What's the proper way to represent a static mesh with a lot of vertices?
My demo terrain has 18,744 triangles. I've tried representing it as both independent static ConvexHulls and a single static TriMesh. In both cases it takes about 30 milliseconds to perform a 15 millisecond step on a world with a single dynamic ball in it.
I would expect a world with a lot of static objects and a single dynamic object to be able to make a step almost instantly.