Not every shader needs texture data
True, but the industry is shifting towards more programmability certainly, and the relatively recent introduction of VTF/R2VB indicates (to me at least) the growing importance of the ability to access texture data in the shader units.
the trend in the industry as of late as been an increase in the amount of math needed per pixel hence ATI's rather aggressive ALU:Tex ratio.
I disagree, at least somewhat. I know ATi has been saying this for years now, and it certainly paid off in the R5xx generation with the transition from the wholly ALU-bound R520 to the mostly fillrate-bound R580; however, the transition to R6xx and the resulting increase in shader processors (and theoretically shader performance) has not proved beneficial except in synthetic tests (3dmark 06 would be the primary culprit here).
Now, I'm not saying an increase in shader performance is not necessary with the introduction of each successive generation of hardware. What I am saying however is that ATi needs to rethink their ALU:TEX ratio targets and adjust texturing performance accordingly. They know this, and so does just about everyone that posts here Let's hope they have indeed reacted accordingly with RV770. The recently-rumored and most plausible specifications for RV770 in my mind being 480SPs and 32 TMUs, providing a 50% increase over the previous generation RV670/R600 in SPs and a 100% increase in TMUs seems quite reasonable to me given ATi's currently over-ambitious ALU:TEX ratio.
You can write shaders that don't need any texture data whatsoever so in short an increase in ALU power does not necessitate an increase in texure filtering ability.[/QUOTE]Not every shader needs texture data
True again, but just because something can be done does not mean it should. Again I refer to VTF and R2VB, particularly the inclusion of both within DX spec.