Hi apalazon. Welcome to Xith3D

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Well, your question cannot be answered with a fixed number. It depends on many parameters.
1. The most important parameter is your system itself; especially the graphics card.
2. The second parameter is, how your models are composed.
2a. Are they composed of one big object (a Shape3D in Xith3D)? In this case the frustum-culler cannot do much to optimize your scene.
2b. Are they composed of extremely small objects (worst case: one triangle per object)? In this case the overhead per object becomes meaningful.
You should try to take care of the object size to not exceed 4096 vertices, which is the optimum size for a VBO. But less vertices may also be beneficial, if they cover a large region and could be partially culled away by the frustum culler.
3. How is your scene managed? In a scene that big you should use an optimized data structure to store you shapes in like an OcTree or a BSPTree. Currently a BSPTree is only available when the scene is loaded as a BSP-level (Quake3). An OcTree is not available at all, but will be in the near future. (I have pretty concrete concepts of how to implement one. Will not take long.)
4. What kind of effects do you plan to use on your scene objects? Is is simply unlit (one light level for everything)? Is is lit by several light sources? Are complex ShaderPrograms used?
There may be more parameters, but these ones are the most important ones.
I definitely cannot give you a number by a rule of thumb, since it is too dependent on these parameters.
Does this help you?
Marvin