Ga'ash Soffer, eerder werkzaam bij AnandTech en nu schrijvend voor Voodoo Extreme, heeft een artikeltje in elkaar geklust over Transforms & Lighting en de nieuwe mogelijkheden die deze technologie ons kan gaan brengen:
What I consider the greatest strength of hardware T&L is the ability to create huge outdoor (and indoor) environments which are also extremely dynamic. Currently, most games' architectures are generally static because that is the only way to keep the number of transformed polygons/frame low enough to keep up frame rates. With the ability to transform around 10 million polygons a second, scenes of 100,000+ polygons will become a reality. Instead of using the 100,000 polygons to increase detail, I propose it be used to increase size and dynamics. I would much rather explore few large outdoor levels (something like twenty times the size of "Bluff Eversmoke" (my favorite Unreal level, and, IMO, the most best FPS level ever made) than many small levels in sequence. T&L is a major step towards large virtual worlds (RAM/storage being the other major requirement). Hardware T&L makes it possible for the gamer to experience new levels of vastness, for example, imagine being able to stand atop of a castle and look down at an entire village in the valley which this castle overlooks.