The way i do it is, first set the number of tiles you will use ie 32*32 then when placing them in the editor have them as seperate surfaces but then create clusters of meshes from the 32*32 tile in game so instead of having 32*32 tiles you will have created clusters of 4+ tiles so onscreen you may only have 2 clusters at most which cuts down on the surfaces
If the cam is static with rotation don't even have backs on the tiles.
If the cam is static with rotation don't even have backs on the tiles.