this seems to be confirming my theory that if R600 is faster anywhere, it will be in geometry shading. Granted G80 still has a lot of space to improve in that area: a recent test that I did indicated that even having *any* geometry shader present (I used an "identity" geometry shader that just passed through the triangles) cut the performance of the shader in *half*.
It will certainly be interested to see... in any case I think the Cubemap examples are a bit contrived to begin with because arguably separately rendering the faces with a good frustum culling algorithm is going to be just as fast or faster except in the most degenerate cases.
What I really want to see is how well R600 runs cascades...