I guess I should have said single textured vertices per second, with no lighting. I know, vertex shading can involving complex vertex lighting, and that can make a big difference. There is must be a upper polygon limit, but that would vary from game to game/engine to engine/scene to scene, depending on what's being done, and how well the program flow is, etc.
It seems the whole polygon per second rate has become more meaningless than the past, but the rate seems to not matter anymore, when each frame can process millions of polygons per second. Now it all comes down to how well they are used.
However if a dev were to concentrate on visuals with lots of polygons and we were looking at say Xbox level pixel shaders then there is a pretty good chance you could actually hit that setup limit in a real app.
You know I was reading this and thought man graphics has come a long way. Heck, even technology as a whole has come so far. Thinking ok from a triangle we can produce something as seen in the 3d technology of today not to mention how fast we are progressing !!!
Hope I live to see the day virtual reality really comes to be
Ok maybe I shouldnt post in forums after taking pain medications for surgery