Almost certainly not; that's the point.
https://www.youtube.com/watch?v=ULxw4UDY5g8 (up until 0:35)
2. The original Birds did not have that music. I cannot believe how classic media remasters completely ruin the tone of the originals. From Star Wars, to Rust in Peace, to Birds now.
How come the camera is not in the way at that point? Did it move backwards to the closed door? The answer is quite interesting. Let me know if you'd like me to spoiler it for you.
I always assumed that the "big room" was to avoid the culling algorithms / potentially-visible-set tripping over the mirror.
In general, lots of things in games require re-rendering the scene multiple times per frame, so game engines are really, really good at this. Shadows, projections, transparency / translucency, motion/depth blur, indirect lighting, deferred lighting, even things like hit testing (though for dependency + latency reasons that's a prime candidate for offloading to the CPU). Anything that requires less visual fidelity will have its performance tuned accordingly: fewer pixels, simpler shaders, lower LOD geometry, lower framerates. Nobody will notice if the fuzzy bounce lights are calculated once every five frames and blended.
Ray tracing is conceptually simpler but (so far) slower at any given level of cleverness -- you'll often hear that it has asymptotic benefits, but those same benefits can be pulled out of rasterizers with effort comparable to what is required to make the raytracing practical.
Here is a writeup of the passes you might expect to see in a modern engine: https://zhangdoa.com/posts/rendering-analysis-cyberpunk-2077
Here's an overview of a modern geometry pipeline: https://www.youtube.com/watch?v=eviSykqSUUw
Tradeoffs, tradeoffs, everywhere.
That said, it often makes sense to drop some of the decorative flourishes used on the primary instance of the model due to distance, or use a different level of detail. There’s really no great way to get around needing to tell the GPU to render the triangles twice (short of rendering the view to an intermediate buffer and using that, which is still twice…)
Without using this technique you'd have the camera in shot.
The other identical twin thing I remember was an episode of Buffy the Vampire Slayer where Xander was split into two, one of him all his strengths and the other all his weaknesses. Nicholas Brendon's twin brother was used in the scenes where there were two Xanders in one shot.
To the impatient: The meaning of this shot depends on the first 1:09 minutes.
I am very enamored with the iconic "impossible mirror" shot in Robert Zemeckis' "Contact" instead, which used subtle CGI to brilliant effect to innovate over the practical bag of tricks. It's my single favorite effects shot in movies: https://youtu.be/avRdYf78kLk (from 1:10 for the impatient)