1b) Shoot for 6 LOD's on all objects and use fading on ALL of it.
Quick note: If you have fading set up between LOD levels, you end up actually adding more poly's to the scene for the period that they are fading - this is because you have the model that is fading out visible AND the model that is fading in visible for the duration of the fade. Just something to be aware of.
GameCore wil automatically adjust the LOD fade distances based on the detail settings that you have for objects as well as the far clip, so if you have LOD objects setup, you can definitely improve performance while still allowing people with higher-end computers to have the 'full' experience.
2- keep an eye at the number of textures, resolution of textures and bit format of textures. I'm not keeping that much tracking of gamecore's way of handling bit depth formats etc, but I believe it still makes a difference if you put your textures to a lighter bit format (color, alpha etc) wherever you can. Gekido or anybody else correct me if I'm wrong here, please.
This is probably the biggest thing that you can do to speed up scenes. GameCore can handle millions of poly's in a scene - and most modern engines can handle a LOT of poly's because for the most part the vertex shaders for a typical scene are fairly simple. Texture memory, once it starts to get near the limit for the video card, can easily start to cause slow downs as memory is paged in and out. GameCore does have a memory management system for adjusting what is stored in memory at a specific time, but this is dependent on how you setup your detail settings (on the launcher or game editor's options menu), not the actual amount of memory that is present on the video card.