Thinking about modern games, a single character model probably has more vertices than my entire level (and yours probably), so it's definitely reasonable to expect occlusion culling for such simple geometry might actually reduce performance rather than increase it.
Meanwhile more current games have much higher polycounts, easily going above 100K triangles - e.g. Dante from DMC5, a ~7 year old game, apparently has ~190K triangles and that had to run on the more anemic PS4/XBone hardware :-P (though i'm not sure if it used the full 190K model there or some cut down version).
[0] http://runtimeterror.com/pages/iv/images/1073c7062db40837240...