I never saw self-shadowing or even RL's water effects (not nearly as good as the sequel, but still had some nice glint from the sun) in DX7 games. Maybe I played the wrong games. What really seemed to hurt the framerate in Rebel Strike were the transparency effects from things like proton torpedoes and clouds.
Cube didn't have vertex shaders. It also didn't have a vector unit on the CPU, not even something like Altivec. Doom 3 and Riddick depended very heavily on programmable vertex shaders.
Rogue Leader reminded me of 3DMark2000 and 2001, I think. Not much, if any, bump mapping going on, but lots of poly-loaded models.