Quote: [...]if I however bring a model over 500 K polies into maya, the program becomes incredibly slow, whilst in max I can open and run files at about 2/3 million polies without lags.
Yeah, from my experience too, Maya is definitely the weakest when it comes to polycount. I wonder if it has to do with its node-based scene structure? But even if it has, that comes with its very own set of benefits, so I wouldn't want them to change it!
I've also noticed that it makes a big difference for Max whether the 2 million polys are created through the turbo smooth modifier and instanced small objects (Like hundreds of rivets on a turbosmoothed vehicle) or if they come from an imported huge mesh that just has this number. (Say, an export from ZBrush or Mudbox). The first option is very fast and efficient, but if I import a large number of polys, Max' framerate grinds to a halt until I hide the object in question.