Virtual acoustic environments enable the creation and simulation of realistic and ecologically valid daily-life situations with applications in hearing research and audiology. Hereby, reverberant indoor environments play an important role. For real-time applications, simplifications in the room acoustics simulation are required, however, it remains unclear what acoustic level of detail (ALOD) is necessary to capture all perceptually relevant effects. This study investigates the effect of varying ALOD in the simulation of three different real environments, a living room with a coupled kitchen, a pub, and an underground station. ALOD was varied by generating different numbers of image sources for early reflections, or by excluding geometrical room details specific for each environment. The simulations were perceptually evaluated using headphones in comparison to binaural room impulse responses measured with a dummy head in the corresponding real environments. The study assessed the perceived overall difference for a pink pulse, and a speech token. Furthermore, plausibility and externalization were evaluated. The results show that a strong reduction in ALOD is possible while obtaining similar plausibility and externalization as with dummy head recordings. The number and accuracy of early reflections appear less relevant, provided diffuse late reverberation is appropriately accounted for.