Second, modern GPUs render pixels in groups of 2x2 up to 8x8 "tiles". If only one pixel from this group is part of a triangle, the entire group will be rendered. When two triangles form a quad, the entire area along the diagonal "seam" will be rendered twice. The smaller quads you have, the more overhead.
Also see https://www.saschawillems.de/blog/2016/08/13/vulkan-tutorial...