It seems that the GS is an Nvidia oriented approach to triangle amplification
The funny thing is that ATI 'software' implementation (pixel shaders + R2VB) was often faster than nvidia's approach.The R520 series did not have Vertex Texture Fetch while the NV40 does. Nvidia was promoting the feature as a reason not to get ATI's hardware... http://developer.nvidia.com/object/using_vertex_textures.html
Microsoft works very closely with the IHVs and I don't think they can add anything to DirectX that is not backed by at least two IHVs.I'd say the GS is the Microsoft approach. Hardware guys never really liked it.
Microsoft works very closely with the IHVs and I don't think they can add anything to DirectX that is not backed by at least two IHVs.
It's not like GS is a bad idea for things like rendering to cubemaps and doing things like point sprites in a unified way. It's just bad for large geometry amplification. But that was never the intent.
I'm going to push my luck and say that when a former ATI employee says something is a MS approach that there may be some fire to go with the smoke. But if you has any ties to "another IHV" we might have some confirmation one way or another...