Jerry Cornelius said:
As far as I'm concerned all this pixels shader stuff and high polygon count is a red herring. It's still about fillrate (baby).
Not in the least. High polycounts are an absolute necessity for good images. Thankfully, these are increasing, but not as quickly as I would like. Of course, they're currently limited significantly by the fact that high polycounts need lots of data to be stored in system RAM and managed by the CPU.
This is where shaders come in, and where HOS will come in. Shaders will allow the GPU to do more and more of the vertex data management. This is definitely a good thing, and will allow for much higher polycounts, independent of CPU speed increases (though still dependent upon system memory bandwidth). HOS will help by reducing the amount of data that needs to be stored/managed on the system-side for the same output. If everything had gone well with the GeForce3, HOS would be more than just Truform by now. It's really too bad that nVidia's implementation just wasn't good enough for use in games (Truform=bad HOS because it doesn't allow as much developer control as other forms of HOS).
And that's just vertex shaders.
Pixel shaders (or fragment programs, as they should now be called) are exceedingly important because they offer a vast new array of new processing capabilities. For the most part, what we'll see are speed improvements from these new shaders. But as time goes on, the improvements will become more drastic as hardware expects the shader support to be in place.
Said another way, expect JC's next project after DOOM3 to be simply amazing (He has stated it will be based upon the NV30's capabilities). DOOM3 shows what was made possible with GeForce-class hardware, and you will see the massive performance improvements that shaders can make with this game. The quality improvements won't be so obvious, yet.