I dunno, a slow CPU can probably hamper gameplay as much as a slow GPU. I'm of the opinion that framerate comes first, everything else second. One could argue whether DC will show as much of an improvement as SC, of course, but I think 360 and PS3 should make exploiting DC quite common--and possibly similar to fancy effects, if the majority of the PC market is SC and so the second core is just used for neat tricks like more boxes or boulders.
I'd like to see more testing done on Q4, considering how much of an improvement it sees with DCs. Specifically, we'd want to test without AA and preferably at 12x10, to more closely mimic 3DM's vision of future games.
As for the arguments over uniquely accelerated features, I think they should be held in check until we see more benches using 3DM06's thoughtfully-included switches to disable "hardware" shadow mapping and FP filtering.
Hanner's limited (NV-only) testing does seem to suggest that ATI wasn't too silly to skip "fixed" FP16 filtering (Nick wasn't kidding when he said their SW fallback was "highly efficient"), though I'd like to see SS compares to examine IQ differences, if any. OTOH, NV's huge hits w/o HSM (25% on a 6800GT, 17% on a 7800GT) beg the question why FM couldn't have implemented a SW-based HDR AA workaround and considered it an equivalent situation?
Ah, FM says, but AA isn't part of their standard suite, just an option. Well, is HDR isn't part of SM3's standard suite? HSM? FP filtering? If the answer is that 3DM isn't a D3D test, but a gamer's test, then surely gamers use AA as (much as) they would fancy shadows, as an IQ enhancer?
I'm cool with most of the test. I think it's eminently fair to take advantage of HW features, as surely game devs would do the same. Only the (GF 6's and 7's lack of) AA score reporting puzzles me. Though we can calculate it by hand, we shouldn't have to, and forcing us to do so only diminishes the holistic "3DMarks" relevance.