Regarding Splinter Cell, that ball is certainly in Ubisoft's court. Their game=their responsibility. As much as the issues brought up here are frustrating, it is nice to see ATI get involved on behalf of users' concerns. ATI could have said "Hey, it supports Eyefinity and that's all we care about, so too bad," but they didn't. For that I'll say thanks.
For me the kicker is that the multi-monitor landscape has changed, I daresay permanently. Tamlin summed it up:
when its advertised Eyefinity support and this doesn't mean there is general multi-mon support. Normally, when a game has support for multi-mon, it works for all hardware that supports multi-mon.
Even if Splinter Cell gets fixed for Triplehead and NVIDIA Surround, from here on out no Tripleheader can look at an EF Validation stamp and assume the game will work for his rig. Same goes for games that end up carrying an NVIDIA stamp--EF and TH gamers will have to do some detective work prior to purchasing the games they want or just make a blind purchase and hope for the best. For multi-mon gamers this is a HUGE deal. I frequently pull the trigger or holster my wallet based exclusively on whether or not a game will run correctly on my TH setup. I can't speak for anyone else, but I almost never make a blind purchase.
Going forward, my frustration is that the issue of correct multi-monitor support has now become more complicated for dev/pubs. Even today it is still difficult to get proper support implemented in new games. Some devs make the effort, some don't, and I'm sure some publishers "make or break" the issue with timeline/funding decisions. Heck, some places even vocally refuse to support multi-monitor gaming as an "anti-cheat" measure. In my experience fixing games to work better in widescreen or multi-monitor, I've run across more than one case where modifying the game to work well with these setups would have required a bare
minimum of additional effort by the developer. For whatever reason, that effort didn't happen. If studios and publishers now have to contend with hardware/feature separation in multiple directions--even if implementing one platform might make it much easier to support the others--I fear multi-monitor support might actually get less attention than before or perhaps just enough effort to earn a sticker on a retail box.