Having your level as a single 10,000 polygon mesh is the opposite of culling, in fact it'd be the slowest method possible - and that's before considering collision detection.
DBPro needs to hide whole meshes, so that means you'd split your big level mesh into little chunks, like 256 polygons each, and position them to suit your level - then DBPro could hide the chunks that are not in view. This method would allow you to make your own culling system, and optimize your collision detection too. Sorta like your own BSP system.
Van-B

Muhahahahaha.