http://firingsquad.gamers.com/hardware/kirk_interview/page1.asp
FiringSquad: Could you give us specific examples of where maybe you feel you guys, you mentioned you guys can do some things better than they can, can you give us some specific examples of that?
Kirk: Well one example is if you’re doing geometric calculations with reflections or transparencies and you need to do trigonometric functions. Our sine and cosine takes two cycles theirs takes eight cycles, or seven cycles I guess. Another example is if you’re doing dependant texture reads where you use the result of one texture lookup to lookup another one. There’s a much longer title time on the pipeline than there is in ours. So it just depends on the specific shader and I feel that for the calculations I mentioned are pretty important for effects and advanced material shaders and the types of materials that people use to make realistic movie effects. So they will get used as developers get more used to programmable GPUs and we’ll have less of a performance issue with those kinds of effects.