Short answer: buy a faster machine.
Long(er) answer: polygons are (more or less) just instructions like "draw a line from a to b to c to d, and fill the form with some colour (or shades of coulours)". When textures are involved, the area "inside" the form that's outlined by the polygon has to be calculated pixel by pixel. Perspective correction and probably a lot of other stuff has to be applied to that piece of graphics, before you see it on the screen. This is _very_ CPU intensive. I remember having a very fast machine at the time the first _really_ demanding DOS 3D games were released, and none of the games at that time would run with acceptable framerates on my machine. I especially remember Hi-Octane, which was a slideshow with all graphical features enabled. Doom and a lot of other FPS games were using coding tricks to achieve their performance (i'm no coder, but i believe that, for example, Doom does not display a "real" 3D world, like Quake does). Obviously, the CPU's at that time were too slow for "real" 3D, and that was the time when 3D accelerators were released to compensate for that.