Yep. RF graphics is basically the DX7 era of video games - this is what RF can do. In other words, everything that came before Morrowind. The only thing that really hurts is the missing hardware T+L... However, there are also some stumbling stones in the way to implement that... the biggest problem being the lightmaps. They cause many texture switches and this nullifies any hardware T+L there is... I think Quest once had a DX9 version that renders a world without any lightmaps... In the level i do at the moment i have chosen to disable all the lightmaps at all (Full Bright to all Faces), because this really speeds up the engine.
Another thing that really rocks is not using cut brushes at all, because they produce WAY to many portals, and i have actually seen a speedup from not using cut brushes! (One level i once had... it had only around 70 portals, and it wasn't even really small. With Cut brushes there must have been at least 200-300 portals)
The less portals, the faster the BSP. I try to aim at under 200 portals for my current level. Not using cut brushes only produces 1-3 new portals for each added room. Room walls = normal brushes, Everything in it=Detail brushes. Also, things like connecting the individual brushes so that their outside forms a plane reduces portals too (a portal has the shape of a plane, and the engine can combine these brushes to one portal then). Leaving no space between brushes. (For example expanding the brushes so that they meet the hollow cube around the level which is the sky) also leads to portal reduction, AND it makes the engine use the portals more efficiently (-> more culling of the unseen (haha how that sounds... "THE CULLING OF THE UNSEEN - NOW IN THE MOVIES!"))
Yes i am rambling on

Everyone can see the difficult, but only the wise can see the simple.
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