Hullo again chaps.
I've started work on a Half-Life mod (because what else is there to do in 2015?) and I'm worried somewhat about optimisation. Of course, I've tried to carry over techniques from Source where applicable (func_wall'ing geometry to try and make nice neat visleafs, using hints, applying NULL to textures you can't see) but I'm still inexperienced and unfamiliar with the engine limits, which is why I'm worried about my r_speeds.
The best resource I can find on r_speeds is Andy's tutorial (http://twhl.info/tutorial.php?id=38), but while it goes into excellent depth on the subject, there's no escaping the fact that it's more than twelve years old and any references to performance measures are probably woefully outdated. My wpoly counts currently hover around 2000, peaking at around 3500 in specific locations, and while this ought to be disastrous, it hasn't put a dent in my constant 100+ framerate. Should I be concerned anyway for accessibility's sake?
(Note that this part of the mod has few to no model entities, and hence epoly is regularly 0)