The truth is that we do have full transform, lighting, and clipping functionality in the Savage2000 part and it does work, but due to some hardware bugs we found during chip validation, we discovered that we needed to make some substantial driver changes to use it and those changes are being made now.
Since we were trying to get the Viper II on the store shelves for Christmas, we decided to defer a couple of months on the T&L driver changes and focus on doing a more thorough job of testing and optimizing the driver functionality most important for current applications, like Quake3 and Unreal Tournament. By and large, none of these applications are much affected by hardware-accelerated geometry, and that can be seen by the great frame rates we're achieving now. That's not to say that we did all this work on T&L and now we're saying, "never mind, that was a mistake". You certainly will need it as applications evolve to take advantage of it and we'd like to get support out there as soon as we're able.
The plan is to release drivers this quarter that will support T&L along with other optimizations and any needed bug fixes.