Q: By simply porting the D3D code from DX6 to DX7, will UT have already implemented support for hardware T&L, or are we looking at results more like the TNT2 chipset?
A: We don't use any hardware T&L. On the GeForce, the main thing we gain is improved fill rate.
Erm.. okay, so then DX7 does not, in fact, do hardware T&L transparently to the developer--you have to explicitly handle it yourself. D3D does hardware T&L automatically, unless you tell it, "hey my vertices are already transformed and lit, so don't mess with them" which Unreal does.