Yes, a signlesided surface that is facing away only uses as much time as it takes to test if normal is thisway or thatway.
Ok to explain tis you need to know how the renderer basicaly works (ok there are other optimisations too but youll get the point): All surfaces that lie so that they might contribute to a pixel are calculated, and the one that is the foremost will be finaly asigned then we test the next pixel(or subpixel). The z value of each pixel is then used to determine the order of theese surfaces (this is why the precission can suffer if your scene is lerge as the z buffer is numericaly limited).
Now if a surcace is facing the other way around it wont contribute to this calculation as it can be easily omitted form the calculations before we begin. Therby saving many cycles of unneccesery calculations.
Yes im a fraid so, first check tow sided of for the whole deal. Then make your view backface culling and then swap those surfaces that point the wrong way.
Umm... This is a stupid question but why dont you modell your surfaces as 3 degree curves. And then just selct your surfaces and hit the "1" button for lower resolution, or select view nurbs smoothness hull? Which is essentially the same resolution as for the 1 degree surfaces.
But thisway you can toggle between smoothed look and hull look as much as you like, you might need to (see the smooth result while modelling but not while animating). Just select the surface and use the 1 , 2 and 3 hotkeys.