I think when the time comes, this could be a new synonym - the STU !
The interview was interesting to read. Something relevant to the question about float textures filtering that sidetracked also onto HDR (where I thought the interviewee did an admirable job on behalf of ATI in answering the question) :
John Carmack said:
I would be shocked if any game in the next several years used FP textures for conventional diffuse / specular type textures.
I can't read the FS article here at work, but I doubt Brandon went into the .ini file to enable the feature for his testing. Unless of course he specifically mentions doing so.