Yeah... but when the GPU visual graphics 'effects' render a cannon fire hitting given 'reasonable' results, how does that translate from the graphical rendering of [position a, fires at b] translate to (I'm sure greatly simplified)
[firing position a, mass of shell b, muzzle velocity c, shot fall function(b, c, d: distance to target, e: time to target, f: motion of target), g: position of d when shot arrives], determine impact point and effects on d work out? Non-trivial. Who (cpu or gpu) does the math? Does cpu 'trust' gpu, and how do you code for differential gpu capabilities?
That's why I pay BFC to figure it out. They know better than I what the engine can do, and what moving from 'it can do X" to "it can do Y" will cost and the expected revenue stream. I hope that the consumer version will see some trickle down economics for improvements, but the consumer base likely has very different 'min architecture/hardware reqs' than their more 'advanced' clients.
<opinion>All in all, its still the one game I go to for entertainment and 'deep thought' gaming. From good scenario builders, shallow thought will get you punished... Graphics are dessert, plans, tactics, and execution are the meal.</opinion> And I realize it as such. Just my $0.02.