JAYDEEJOHN :
Does this mean that nVidias dedicated shaders are incapable, or harder hit, vs ATI, s which are more flexable?
As I wrote, they aren't incapable. In fact, they are extremely efficient.
BUT they need an extra pass AFTER shaders are applied.
So, because of this reason, HD2900 was badly hit by the nVidia optimized games. Although it was a DX10 card, it was built DX10.1 in mind. As you all know, DX10.1 is in fact, the original DX10 which MS had to cripple in order to give nVidia G80 cards with the title "DX10 supported", as there were no other GPUs even getting near it.
When you write a game which is using DX10.1, vs DX10, DX10.1 should be around 20-40% faster than DX10 counterpart because all shader effects and AA are processed in one pass, not 2 passes.
ATI HD series GPUs have a very high number of shader processors to cope with this kind of a problem. (HD2900 , HD3800 have 320, HD4800 has 800)
Considering the fact that nVidia has now 240 shader processors in an area which is 2,5 times larger than R770, sticking in 800 of them would be a GPU about the size of the graphics card itself. So, nVidia is sticking with "The Way It's Meant To Be Played" as long as it can. But at the end, we can expect them come with it with the next generation (GTX200 isn't a new generation, it's an increment on G80 architecture) as CUDA and PhysX would also benefit highly from this transition.