I'll get some wireframe shots up, but nothing is high-poly. The highest is on the tiolet, at 3700 or so. It's all in the chamfered edges. The total on everything in the room combined is just about 20k. My max FPS is 75 and viewing this full scene drops it to 71-73 or so. Again, there aren't any LOD's, occlusion or any optimization in there yet so I think it'll be perfectly suited for the game. I hope anyway.
Besides, I can always drop out the main LOD aswell as tune it this way for extreme systems only and keep it basic for lower-ends. I believe it automatically adjusts your highest LOD based on that player option?
Aslo, high-polygons aren't an engine killer. I have several single objects put into GC with well over 30k polygons and again, not a single digit drops off my FPS when I do it. However, most of them have merely a single diffuse and normal map layer only. Now, if I put a box in the world and give it 3 texture layers and maybe a cubic env map, I drop about 15-20 FPS while viewing it. 12 faces. It's not the polys, it's the surfaces and lighting.
If anything, I would encourage you to explore higher detail levels. It may work for your project aswell, it's hard to say. So far, I have been given no reason to see it as a problem and you can always drop it out for lower end systems.
The reflections are in-game GC standard planar reflections. Basically just turn it on in the lower left of the material editor. The trick is that these can't be set at different angles. If one planar surface reflects North and South, and another is facing East to West, one or the other will be basically set to "Write Z-Buffer Only" (ie, invisible) until you make it so the other isn't in view. This just means you can't get that fun-house effect of infinite reflections reflecting reflections. It also means, I can't go through with my plan to open the medicine cabinet door and have the ants pour out. I tried it and it simply crops the reflected angle "Post-Processed" image, it doesn't update it. I still may, but I'll have to fog up the mirror first. Easy enough.
Also, I wasn't able to get a good reflection on the floor of the bathroom using the planar method. That floor is situated well above the object's 0,0,0 pivot point location because it's part of the whole house. With that, the image of the toilet appears way off in terms of depth. The floor appears to be seeing the entire room from the bottom of the basement so the toilet looks like it's floating 30 feet up. If I place an editable box just above the floor and use that to reflect, it's fine.
However, given that you don't have multiple reflection passes, I opted to keep the mirrors and use a env map on the floor. There IS cubic reflection type that I haven't messed with yet...
Here's the wires:





On this bathroom, I put an emphasis on remaining as low as is possible. Hence, I never broke 3700 and it was on the smoothest object in the room, the toilet. It's only high polygon because of the internal piping, but I have a completely separate version ready to go with the bowl sealed that I'm going to use until you're basically right on top of it and that version has 700 polys or so. The piping works into my story so I need it, but only when you're close. Once I split off the seat and cover, it's going to be much less aswell. I just FBX'd it to get placement right for now. The next highest item in the whole room is the sink cabinet, at 1750, again bundled for placment only and most of the detail underneath. If I can't avoid busting the budget, I go overboard on optimization and initiate it at much closer distances. It all works out quite fine since my FPS still rocks with no LOD's or occlusion yet.
I also plan to write custom scripts to activate and deactivate larger occlusion areas such that I can have double doors that work when closed. I still have to fill up the cabinets with bottles and cleaning supplies. I'll have a box that encompasses the entire area, including the door cutout. As soon as the door opens, that gets hidden and then the doors themselves use their own occlusion, which will at least work on the side objects.
Two occlusion boxes that overlap each other, but don't completely cover an object in the world, don't occlude it. Each box says "nope, that thing's pokin out my side" and they don't ask "hey are you covering that part that's poking out my side?".