I just do have to say that all of those PVR demos are optimized for the Kyro. Never have vendor-specific benches been any good. DOOM3, on the other hand, is being optimized for immediate-mode renderers
But the only way Fablemark is optimised for Kyro is that its using allot of stencil buffering, and this use of stencil buffering is very similar to Doom 3's use of stencil buffering. So if you say Fablemark is optimised for TBR's then how can Doom 3 be optimised for IMR's?
I particularly doubt that it will be able to handle the polycounts.
AFAIK Doom 3's polygon counts aren't even going to be that high. Isn't he actually using quite normal quality polygon models and just using a nice little trick to make them look more high poly? Also considering the style of the game (no big outdoor area's) I can't see the game having huge polygon counts. Unless anyone knows different?, if so I'd like to know the expected polygon counts for this game.
Actually considering the number of passes used in the game for most cards out their surely allot of HW T&L cards might end up faster just using software T&L? Because with HW T&L your going to have to do the T&L for every pass, E.G. a GTS would need to do the T&L around 4 or more times. So perhaps allot of HW T&L cards may end up without the use of their HW T&L engines?