Need to leave some room in vram for textures!
IIRC geometry took up something like 40 Bytes per polygon in vram. 6 million at 30 fps would be 200,000 per frame, or 7.63 MB, with no room for textures or a framebuffers.
At 60 fps that'd be ~3.8 MB, and 5 MB with framebuffers so it'd still be getting tight for textures even with DC's awesome VQ texture compression.
If you had the CPU headroom, might be better to go with less geometry but do more with lightsources and bump mapping (bump maps have a CPU cost and a vram cost for bump maps, but they can potentially add a lot more detail than geometry at a lower cost). A Resident Evil game with cone lights for flashlights and swinging overhead lights, and bump maps for where the cone of light hit surfaces (particularly at an acute angle) would have been super atmospheric.