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Mirrors aren't really used much in today's games, and if a game has reflections, it's typically used for more impressive things, like reflective water.
Plus know one cares what they look like as they are covered in pollution and you can't see people at more than 1 metre in the distance because of smog. It will all clear up in 200 years though, if there are some areas of the forests, wetlands and oceans still alive.
Ancient games like Duke 3D were made on ancient engines powered by lots of smoke and clever effects. The Build engine used raycasting, which let them do mirrors super easily and super cheap, but because Build uses raycasting, if you're positioned between two mirrors, they'll keep casting back and forth forever, freezing the game. Just a fun little quirk.
Real, actual 3D titles all the way back to unreal use rasterisation. The mirrors in deus ex aren't actually mirrors, but a secondary view of an object typically projected onto dedicated geo as a sort of texture in itself. As long as textures are kept small, this is effective. Once textures get big, it gets really expensive to do this, and with games like half-life 2, when you see a mirror or a videoscreen with something going on, it's incredibly blurry, and in a very small window, because drawing two big textures twice...well.
A lot of modern game engines also have problems or limitations when it comes to rendering scenes more than once, meaning ancient features like picture-in-picture displays aren't always possible. Even such things as rear view mirrors can sometimes not be produced, and instead of having a PiP rear view mirror at the top, you'll have to press a dedicated button that switches your PoV to the rear of the car, rather than from behind the wheel.
This isn't to say that the effect can't be done well despite limitations. For instance, in crysis 3, it's not uncommon to be talking to an NPC, while you're shown a pretty high quality 'video' on lots of computer monitors, while you also have the same exact scene that's going on repeated on whatever scope you've got mounted on your gun, and there might be some HUD elements also rendered. Then again, crysis 3 was the king of hardware requirements for quite a while, because pretty effects are costly.
And that's as short of an explanation as I can give.
http://imgur.com/tJnnM
Half-trolling attempt there, I have always been bothered that in some really great game visually you'll still see blurry text on papers & signs even on highest settings.