Mage, if I understand you correctly, you are referring to the areaportals that bsp maps like Quake II/III use to divide maps, and also to make windows without rendering polys that are not visible, hide rooms, etc.
I get similarly confused by this. First of all, people state all the time that bsps are fully rendered each frame, even in Quake III. That is not true as I understand Quake II/III. There is a potential visibility list that is supposed to be used to cull first. It is the first cull in QuakeII/III; I got the source. I am going to do some experiments to test this in DBPro tonight. I already verified that, at least...the tris behind you are not ever rendered, so at least the z-axis makes some sense, although it might be culled elsewhere in that case.
The thing is that DBPro doesn't keep the entity list as far as I know, and areaportals are entities. I can make a window in a map, and it works fine; I just never tried to count polys before in that situation. The things work very fast, however. DBPro has a native QII/III bsp engine, they don't appear to be DBO conversions. In fact, I think they were there first, and DBO came later. I may be delusional about that, however.
There is talk of zones, but that doesn't appear to be the same thing at all.