Not really. The limited view distance is offset by frequently having a lot more on-screen objects in an RTS, and each object has a cost beyond the number of polygons it uses. i.e., it's usually slower to have 10 objects with 1000 polygons each than it is to have 1 object with 10000 polyons.
--Eric
I'm not sure if that's true, but it's very plausible. However, Unit detail seems like one of the easiest things to "tone down" as a preference. If you're looking down a valley with a few different hills in the distance, water effects, sky effects, and 10 baddies coming at you all firing weapons, this appears "harder" to tone down because you have a number of separate objects to render, some of which today (sky and water for exmp) use random generators, not pre defined 3D models. Throw in the rapid panning and movement that happens in FPSs and you have the reason why they are the most system intensive, on average, of the gaming genres.
Now, I'm no expert on game dev, so please don't think I'm claiming to be

But I'm in CS, and have read a lot about game Dev, and it just seems to me that toning down a game's graphics draw isn't *that* hard. So far I haven't seen anything from SC2, outside of graphics, that inherently cost more proc/3Dcard time that say SC or WC3. What you have appears to be higher detailed models. On second thought, haven't a true physics engine will eat more proc, but again, that has been done in games that are now a decade old, so it's not new for todays heavy lifters...
I just hope that Blizzard isn't taking the quick and easy dev path and being sloppy with their optimization of the game, and calling it "acceptable" because computers are fast enough to handle it. Program bloat isn't acceptable, see Microsoft Word for an example of this...
In any case, I won't be able to afford a new system for a long while now, and my computer still handles *everything* else I need it for (aside from fun video editing) very snappy.
~Tyler