DemoCoder said:Some shadowing algorithms may use early-out branching to sample up to N times on pixels which need it the most, but not to sample N times on every pixel in the whole scene which may be prohibitively expensive. Given budgetary (and time) requirements (see GDC panel), developers might not be able to implement both an SM3.0 dynamic branch *AND* a stencil emulation of it on SM2.0. Some things get left for future patches.
I find this quite dissapointing. Developers taking sides and implementing effects for a certain IHV in exchange for money/benefits is bad.