I read the general figure is about 20,000 polygons per second (so divide by 60) you get around 333 or so.
Those polygon counts are as dodgy as the diesel car tests.
The super fx is a 10mhz cpu and everything is software rendered. So you can easily write a test program that pushes 20,0000 polygons that wouldn't be practical for a game.
Unless they specify what they are doing with the polygon and how big it is then you can't tell if they timed drawing 20,000 polygons so far away that they were only 1 pixel.
The later superfx games clocked the chip at 20mhz & I online there is a suggestion that the 20,000 polygon figure is for that.
Certainly Star Fox doesn't look like it's got 20,000 polygon, I think the game runs at 15fps, which means you should see over a thousand polygons on screen. From memory Guardian looked pretty much as good, but neither of them really had the game play. Robocop 3 had a similar issue.
It would be great to see a 3d game written for un-accelerated a500/a1200 using sub pixel techniques etc
https://www.youtube.com/watch?v=f4a7rxGL7b0 I've always wondered if you could use HAM for it's original intended function of fast line fills. It would limit colour selection as you'd need one of the r/g/b channels to be constant, as there isn't a NOP pixel. What you save on fill rate, you may end up losing in managing where all the polygons intersect. But with all the work going on in c64 demos, I always find the amiga scene a bit lacking.