Mmmmm, poly count is very important. The higher the poly the more your pc and card have to handle. Most games are very optimized and the ones that are not run like crap. Everything just looks high poly in pro games because of normal maps and displacement maps. Yes PCs and video cards are getting better at handling polies, but not every one has a high end pc etc and as a game creator you have to look at the whole and not the parts. I admit 400 is a little low for these days, maybe Im stuck in the past on that, but poly count does still count. You couldnt drop 8 or so high poly meshes in one place and not notice it. When I say static objects, I mean props, things that you really don't notice in a game. There's certain objects that your normal map should be doing all the detail on. Example: small crates, boxes, cigs etc. World objects are another story. Things a player is going to see allot or be able to get very close to you might want to add more detail, but other then that its poly crunchen time. The more polies ya got the more tris ya got and tris is what gets ya...
Thats why most good modeling software comes with a poly cruncher.
From your link Wolf.
Microscopes and Binoculars
You'll avoid many performance headaches by paying attention to context and scale. If certain props are consistently located far away from the in-game camera, then you should naturally give them less detail.
Similarly, chances are that small objects will be small on-screen too.
If you model objects without a scale reference, you are more likely to spend your vertex budget on a scale where the detail will be lost on the player.
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