Yeah... it's like the polycount for models for Total Annihilation, another game I've done a lot of modding for. People always tried to keep polycounts in the low hundreds, even though the TA engine can support up to about 5000 polygons without crashing. The reason is... if you have 20 tanks with 5000 polygons on-screen at once... that's 100K polygons being updated every tick, plus animation instructions, etc., etc., etc.
Freelancer has exactly the same issues. Like Harrier is saying... it's not that FL can't support models with much higher polycounts. It can. In fact, I actually had a few areas in the current Beta of Warriors of the Sky where the total polycounts in the scenes topped 100K- complex cityscapes, with details such as trees and other things. I took a lot've steps to re-optimize those areas and get the polycounts much lower, because even on my rig, which is a middle-of-the-road gaming PC at this point (Geforce 6600GT, Athlon XP 2800, 1GB DDR400, SATA drives), it wasn't running as smoothly as I'd like... I aim for flawless 60FPS on my rig, and usually achieve it.
Sure, it's great that you can put almost unlimited polycount into game engines nowadays. But my experience with X2 (which I have played, and didn't care for) was that it was not really
that much prettier than FL but performed much more poorly. I do think that its use of DOT3 bumpmaps would be a really welcome feature for FL's engine, but it's a pretty minor thing, honestly, except for those few times you're close enough to another ship / object to actually make the details out.
In short... just because you
can raise polycount a lot... doesn't mean you
should In the end... our job, as game artists, is to use both the model and the skin to convey complexity... without compromising on performance. If I built a model with 30K polygons... it'd have incredible, near-photoreal detail by the time you saw it skinned. It's just a matter of getting the most out've the least possible. I'm not super-proud of the early work I did for WOS, where I made a number of 5000-poly aircraft that really don't look any better than what I can do with 2000 at this point with better technique. A great deal of this is the skin... if you really want to improve your craft, I'd really strongly suggest concentrating on skinning, because it can make low-poly things look really good