I actually think that uniform standards have been a bad thing.
I find it kind of odd that nvidia's superior implementation didn't win out but that's actually the way it's usually been because Microsoft's DX specs have usually only required the minimum. The only time ATi/AMD ever really exceeded the required feature set that I can think of was when they made it so the ROPs could do AA with FP framebuffers on the x1k series (nvidia couldn't and that was kind of what sucked most about the Geforce 6/7 series). However, they also didn't have hardware filtering for HDR maps.
Microsoft really should've required both in the SM3.0 spec, but they included neither.
Then DX10.0 was missing a lot of essentials from DX10.1, like MSAA with deferred rendering.
Anyway, does anyone know if it would be hard for nvidia to emulate them? Splinter Cell isn't the only game that used shadow buffering.
Also, thanks for the replies