IMO, the more we get into the next generation of consoles the more the emphasis will be on Vertex Shading (initially) when you consider the composition of the next generation consoles (although I'm not quite as sure with what I'm gather about PS3).
Take a look at this post from DeanoC where he mentions that he does manage to get parts of their next gen XBox title Vertex limited at times on an 9800 PRO/X800 (it also worth looking at the video in that thread).
Further to that, I think that you find that quite a few titles are influenced by the by the poly-counts presented by the consoles of the past. Many cross platform titles / engines are not vertex bound now because because their primary poly-counts are influenced by the last generation of XBox and PS2 poly capabilities; so at the moment we aren’t at all vertex bound and people look to supplement that by eating up some of the fill-rate (FSAA / AF / Pixel Shader) that current PC boards have. With the next gen consoles there will now be a step change in capabilities (equivalent of 2 or 3 PC architectural generations) and the Vertex (and pixel) detail will follow that, however as VS is more static you’ll probably find that cross platform titles/engines will initially be pushing high end VS rates in high detail much more than they have over the past few years (and more so in this generation because I expect the new consoles to be heavier geometry pushers than just the VS rates on their graphics processors).
Take a look at this post from DeanoC where he mentions that he does manage to get parts of their next gen XBox title Vertex limited at times on an 9800 PRO/X800 (it also worth looking at the video in that thread).
Further to that, I think that you find that quite a few titles are influenced by the by the poly-counts presented by the consoles of the past. Many cross platform titles / engines are not vertex bound now because because their primary poly-counts are influenced by the last generation of XBox and PS2 poly capabilities; so at the moment we aren’t at all vertex bound and people look to supplement that by eating up some of the fill-rate (FSAA / AF / Pixel Shader) that current PC boards have. With the next gen consoles there will now be a step change in capabilities (equivalent of 2 or 3 PC architectural generations) and the Vertex (and pixel) detail will follow that, however as VS is more static you’ll probably find that cross platform titles/engines will initially be pushing high end VS rates in high detail much more than they have over the past few years (and more so in this generation because I expect the new consoles to be heavier geometry pushers than just the VS rates on their graphics processors).