Hypershot does NOT use the GPU. It's a pure CPU renderer.
See at:
http://www.bunkspeed.com/hypershot/products.html
At the right column:
FEATURES AT-A-GLANCE:
[...]
- Multi-threaded architecture takes full advantage of dual and quad core CPU's
- CPU not GPU based
The same in the tech_spec.pdf:
- CPU based
- near linear performance scale with additional CPUs
It would be much to complicated to support a big fraction of graphic cards in the real world. Nvidia CUDA and AMD CTM are capable of complex algorithms on GPU, but not in common use (newest GPUs+special drivers).
Shader Model 2 is to weak to be of any use, Shader Model 3 may be of some use for some parts (mostly for shading, less for ray shooting) but if you want cross-platform, only GLSL is an option, but the compiler is in the OpenGL driver and there are still compatibility issues with AMD/NV.
And every major driver update has a new bug in the compiler. The compiler works when the user starts the app! This is bound to make a lot of different problems for the support and bugfixing...
Older graphics boards also don't have enough memory. 256 MB for big screen(s) 2D GUI, or 3D GUI, 3D-APIs (OGL/DX9) double/triple buffering with multisampling, textures, vertex and pixel buffers, display lists, shader programs, framebuffer objects, etc. etc.
There is simply not enough graphics memory to ray trace complex scenes on a GPU + 256 MB VRAM. Big models, big KD-tree, big textures for example HDRI environment maps with 4096*2048*fp16*4 (the GPUs always use RGBA, there is no RGB mode internally, it's the result from texture caching hard-wired with the memory controller and bus) makes 64MB. One quarter of your VMEM just for a background texture!
You surely use a render node with 2-4GB RAM. A lot of graphics people use 64bit workstations, because the 2GB/4GB limit of Win32 hurts there rendering size. It's no problem to crash Maya internal renderer or mental ray on 32bit Windows with a 3 million poly model. And this is a _small_ model, if you handle CAD data.
The biggest graphics boards have 1-2GB VRAM. With no MMU, no paging, no protection, no virtual memory. Things that are granted on PC-CPUs since the 386 from 1985 (ok, M$ needed >10 years to use it in their main OS, but it was there all the time - on PC-Unices/ or OS/2 ...).
Then there is still the PCIe 16x bottleneck for fast interaction and data transfer between CPU/GPU. So hybrid CPU/GPU rendering is still difficult and the latency is kill finer granularity in control flow.
CUDA is the first chance to do ray tracing on completely GPUs. The Quadro FX 5600 with 1.5 GB VRAM is big enough for medium models. But it is too expensive. 3000 US$ - you better buy a dual-quadcore Xeon PC with 8GB RAM for this money.