kinda silly nvidia isn't supported.
Actually, it's not silly at all. The folks @ Stanford have detailed exactly why it can't be done on current Nvidia hardware.
http://folding.stanford.edu/FAQ-ATI.html
"The R580 (in the X1900XT, etc.) performs particularly well for molecular dynamics, due to its 48 pixel shaders. Currently, other cards (such as those from nVidia and other ATI cards) do not perform well enough for our calculations as they have fewer pixel shaders.
Also, nVidia cards in general have some technical limitations beyond the number of pixel shaders which makes them perform poorly in our calculations."
^^ And those limitations are detailed in this interview with Mike Houston from Stanford.
http://www.beyond3d.com/forum/showthread.php?t=34122
What ATI can do that NVIDIA can't that is currently important to the folding code being run is that we need to dynamically execute
lots of instructions per fragment. On NVIDIA, the shader terminates after 64K instructions and exits with R0->3 in Color[0]->Color[3]. So, on NVIDIA, we have to multi-pass the shader, which crushes the cache coherence and increases our off-chip bandwidth requirements, which then exacerbates the below.
The other big thing for us is the way texture latency can be hidden on ATI hardware. With math, we can hide the cost of all texture fetches. We are heavily compute bound by a large margin, and we could actually drive many more ALUs with the same memory system. NVIDIA can't hide the texture latency as well, and perhaps more importantly, even issuing a float4 fetch (which we use almost exclusively to feed the 4-wide vector units) costs 4 cycles. So NVIDIA's cost=ALU+texture+branch, whereas ATI is MAX(ALU, texture, branch).
While it would be possible to run the code on the current NVIDIA hardware, we would have to make pretty large changes to the code they want to run, and even past that, the performance is not great. We will have to look at their next architecture and re-evaluate. The next chips from both vendors should be interesting.