Teasy,
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...in my original post I said DX8 hw T&L (which means programable hw T&L), the Geforce and Radeon cards (except the Geforce 3) support Dx7 HW T&L which is hardwired, when games take advantage of DX8 HW T&L the Geforce 1,2,MX,Ultra and Radeon will find there T&L units totally useless...
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Well I won't call you ignorant, as I don't want to be accused of childish behavior

, but I think you are partially wrong about this. Consider the following from a Tom's review of the GF3 technology:
<A HREF="http://www4.tomshardware.com/graphic/01q1/010227/geforce3-01.html" target="_new">Chart explaining the architecture of the GF3</A> (bottom of page)
"What I just described was the normal work of the already known T&L-unit as found in GeForce256, GeForce2 and ATi's Radeon. GeForce3 does also contain the so-called 'hardwired T&L' to make it compatible to DirectX7 <b>and also to save execution time in case a game does not require the services of the 'Vertex Shader'."</b> -Thomas Pabst
From this and other comments it seems to me that DX8 game designers have a choice to make about each vertices they send to the GPU: to use the Vertex Shader or to use the "old" T&L engine. As Tom states, the T&L unit is faster so they would use that unless they needed a special effect that only the Vertex Shader could produce.
Now I don't want to repeat it here, but read my previous posts with the game developer comments (pages 5 and 7 if you are set to the default number of posts per page). These games are being written for DX8 and will require hardware T&L, meaning that a software T&L mode won't even exist. Does this mean that they will require GF3 class cards? No, we both know they would never make any money that way. Does this mean that "old" T&L cards will be forced to use software T&L? No, software T&L won't exist. Plus, it seems that use of the Vertex Shader is being positioned as the exception rather than the rule (because it is not as fast as plain T&L), so probably the "old" T&L unit will already be rendering a lot of each scene anyway. This would hardly indicate that classic T&L will be suddenly useless if it isn't accompanied by a Vertex Shader.
It seems to me, just like in the past when new eye-candy has been added to games, that the "old" technology will be capable of rendering the whole game. Only if you have a DX8 capable card will the Vertex Shader be used to produce neater special effects, effects that you will have to live without if you have an older card.
Here then, in the highly fallible opinions of Warden the Great :tongue: , are the bottom-line points:
*DX8 T&L <i> does not equal </i> programable T&L
*the vertex shader <i> is not </i> a replacement for the old T&L unit
*the T&L on current cards <i> will not </i> be rendered useless by DX8 games
*the Kyro II <i> will likely not </i> be able to run these games at all
Cheers,
Warden