I don't think the interview was so good, and I would have preferred that the interview was taken by a person who had more knowledge about DirectX9 programming and Shader techniques.
In between lines I read more PR stuff then really technical evidence.
'Performance issues with Half-Life 2 and other DX9 games will all be solved in software...'
'hardware coded sin en cos functions are so good...'. I've heard that so many times.
'FP32' is the way to go, 'FP24' only temporally and not giving enough resolution for geometric calculations...".
Dirk loves DirectX9 because it makes it easier for the developer to use advanced hardware features on his cards.
Half-Life 2 uses Directx9, PS 2.0, HDN with 24-bit FP geometric calculation and it does this beautifully, on ATI hardware.
The only way to make it work on Nvidia boards with comparable performance is by 'optimizing' code and 'tweaking' shader programs to fit them in FX hardware, making it much harder for developers to use these advanced features.
I hope one day Nvidia will admit that for current hardware the FP24 path is the most optimal and that they have made (another) mistake with their nv35 generation, wanting to jump too fast.
FP32 will be the future, sure, but not for now and certainly not with an nv35 board.
Just an opinion.