nVidia and Yeti know what semantics are
Well, you can require the DX 9 API, and you can expose DX 9 functionality. Separately, you can either be doing something the can
only be done this way, or not.
The Gunmetal benchmark seems to require the DX 9 API. It is unclear that it is doing anything that can only be done this way, however, or even something that is made noticeably faster by doing things this way...the requirement seems artificial for some purpose. It might be using "floating point mode", as in the original demo (the NV30-NV34 performance figures should tell that story), but I don't think it is even doing that. In any case, I've always been curious how the range offered by the 8500 in PS 1.4 would have served for implementing the improvements offered in the "floating point mode".
The purpose seems closely linked to nVidia's effort to say "game" benchmarks are valid independent of technical merit...ps 1.1 and vs 2.0 seems rather suited to the GF FX lineup, and Yeti seems pretty open to selective developer relations influence.
nVidia-reasoning: Game benchmarks are better than dedicated benchmarks, this benchmark is based on a "real game", and this benchmark requires DX 9...therefore, it is a better "DX 9 benchmark" than 3dmark 03. Technical details like the actual utilization of DX 9 featureset to deliver improved content (among other details) are nowhere to be found in this logic sequence, and the impact of that on benchmarking (mis)analysis is just illustrated more clearly with this example.
As for the Parhelia: it seems to expose some DX 9 functionality, but not the most signifcant part of its functionality (i.e., both PS 2.0 and VS 2.0 specification shader processing). I'd term it a card defined by DX 8, and enhanced more significantly by DX 9's featureset exposure than most cards defined by that level of functionality. "DX 9 card" or "DX 8 card" are simplifications of that, with "DX 8 card" being the most useful simplification with the current crop of available cards.