Yes, same vertex/face count. And the texture quality depends on: 1. quality in build dens cloud dialog in metashape, 2. texel density of your mesh after unwrapping(less chunks and better packed in UV space means higher details in final texture).
CloudCompare does not generate as smooth meshes as meshroom...it is simple poisson algorithm, where you can set distances between vertexes in metric units and three methods of mesh boundary. Meshroom is probably using some retopology algorithm so the topology is uniform and smooth. I think meshroom is good for LOD_0 mesh, but other LODs with higher number should have more precisely and effectively distributed vertexes across mesh, especialy if they will be used in games.(more vertexes in curvy areas and less in flat areas). Evenly distributed vertexes are not the best for LOD_1/2/3/... But if you just need smooth meshes with less polygons, then meshroom does it's job great
For smaller objects will be probably better your workflow. I am dooing mostly exterior models with hundreds of photos, so for me blending so many photos to create one texture was not ideal solution and I dont even need such pixel density in final mesh texture as was on original photos. Therefor I choice just baking point colors to texture, because my dense clouds has density ~ 1point per 3mm and that is enough for exterior models(garden around house, ...).