Brian Hook (aka Grandmaster B) van id Software heeft z'n .plan geupdate met info over lower end videoplanken onder Quake III Arena:
While differences in fill rate are a source of concern, it's easy enough to scale for fill rate by moving down video modes (320x240 has 1/4 the pixel fill rate requirements of 640x480). Triangle throughput, however, is much more difficult to compensate for since we don't do level-of-detail on the world, and we only do a very coarse LOD on models. Going to a vertex lit model halves the number of triangles rendered in the world compared to lightmapping, which helps both slower graphics cards and slower CPUs.