There is no way around it.
If you really need hundred of copies, you should consider chunking them by using CopyMesh and then using Addmesh to form a single mesh with all the copies. That way lighting is correct and you only have 1 surface. (don't do that with widely spread stuff as Blitz3D occlusion is mesh based)
You still have more vertices but on static vertices, B3D pushes through far more than 500k to 1 million even on lower end system (GF4 MX)
If you really need hundred of copies, you should consider chunking them by using CopyMesh and then using Addmesh to form a single mesh with all the copies. That way lighting is correct and you only have 1 surface. (don't do that with widely spread stuff as Blitz3D occlusion is mesh based)
You still have more vertices but on static vertices, B3D pushes through far more than 500k to 1 million even on lower end system (GF4 MX)