EDIT: oh and just in case that wasn't bad enough, nvidia doesn't currently support openCL, and meanwhile CUDA is a proprietary platform. so people with AMD cards would be unable to make use of any accelerations in CUDA code, unless Toady learned ANOTHER API, and rewrote the gpu accelerations AGAIN in ANOTHER form.
Happily, you're three years out of date. nVidia released drivers with OpenCL capabilities long ago. Any card that supports CUDA now also supports OpenCL, retroactively to the first released. It's also become a lot more straightforward to learn, with much more example code and tutorials floating around. With a little bit of work you can develop some custom functionality that selectively makes use of any available OpenCL devices - things like working through a container of numbers to tweak are particularly good targets - and use it at will later without even having to think about anything but your own code/language.
Also, which is the gamer that you know that doesn't have a dedicated video card? The average consumer, in this case, is not a good representation of what DF players will have in their box. Hell, even some integrated devices support it nowadays, especially AMD boards.
EDIT: Looking through worldgen, saw "max regional interaction types" mixed in with the vampire/werewolf stuff. Anyone know what that is/does?
I believe those control the rain/cloud/animation interactions. It's set seperately so that you can have a smaller variation in one, but a different number of discrete regional effects - combinations of rain/no rain, animation names, enthrallment, cloud types, and possibly activation times, though I'm not sure that varies yet.