"I like the design!! But the name... is weird."
-Cowabanga
Lol, well don't blame me, blame Germans!
http://en.wikipedia.org/wiki/Tiger_IIt's not a fantasy tank, lol.
Speaking of weird names... hmmm... Lol, just kidding!
Yup, it's pretty high poly. But there are a few things to consider.
#1) Inside the complete tank, there will be NO time where you can see the entire interior. We did some render and camera tests with it already, and the polies you see at any given moment are actually very reasonable.
#2) Inside the tank, you can only see a tiny sliver of the outside world, IF you have a hatch or viewport open, and IF you're in a position that has one to begin with.
#3) Most of the player's time viewing the outside world will be through the gunsights, through the driver's slit, through the radio man's MG-34 scope, or by manning the commander's position and sitting with his head out of the hatch.
There are a couple games that have achieved similar levels of detail with no real performance hits as well. So I think it's going to be fine. Here, you're getting to see everything at once in "cut-away" views, but you won't be able to in game.
EDIT:
The outside view of the tank is actually an old version. I don't have renders of the new one as of yet. But the tracks are going to be sub-divided so we'll have some vertices to pull back and forth with the suspension. The animation will be achieved through texture shifting and shader.