@sic1ne
Thanks, bud. Backatcha, put that GT 530 to good use!
@Errant AI
When I'm running FPSC with my gaming rig, I get a GPU load of about 5% when FPSC is running, of course with nVidia's forced 8x AA and 16x AF. However, when I'm using FPSC or simple windows applications, I disable my other two GTX 580's to save on power consumption. But, being the devilish enthusiast I am, I've tried running FPSC in 2-way SLI, and each GPU load goes down to about 2% or 3%, which indicated that FPSC scales well. Unfortunately, FPSC does not support 3-way SLI, as a test game fails to get past the DarkBasic application launcher. Oh, and I should probably mention that I've overclocked each of my cards.
Anyways, I can explain all that to you! The simple answer is...both! Firstly, let's look at the impact of your CPU. You have the current top-of-the-line Sandy Bridge CPU, the Core i7 2600k. It's a beast of a processor, as it's four cores has about the same performance, if not more, as my hexa-core i7 980x. The CPU handles all things not graphically related, such as AI handling and level building. I bet you've noticed your test levels compiling much faster, right? With your much more powerful CPU, your graphics card is less likely to be bottlenecked. Now, for your GPU... Many processes consume your graphics card's VRAM, or video memory. You have 1.25 GB at your disposal. Most shader programs in DBPro and FPSC, post processing, and all rendering are handled by the GPU. All polygons and textures are held as files in your VRAM. Also, every pixel generated by your GPU and sent to your display is also entirely held in that VRAM. Now, AA and AF edit each pixel refreshed to your monitor, which means that the information normally required to store all those pixels can double, triple, or even quadruple in size, especially with the high levels you and I use. So, with complex shaders such as FPSC's water, there are many pixels that have to undergo a lot of AA and AF postprocessing, which takes up a lot of space in your VRAM. Once your VRAM maxes out, your FPS will sag as a result because the GPU must catch up with itself. That's where an extra powerful CPU comes in. All the pixels are first generated in the CPU as code, then fed to the GPU for post processing. The faster your CPU can do this, the more quickly the pixels can be moved out of the VRAM to make room for other information. So, you can see that the upgrade from an integrated 256 MB GPU to a 1256 MB one and a shiny, new monster processor makes a huge difference!
Oh, and one question...is it possible to get test builds to run at 1920x1080, or do you have to compile them into a full .exe? You mentioned the test level ran at 1080p, so I'm just curious. Anyways, I hope I helped you out!
@Sting
DX9 apps are fine with SLI/Crossfire, as Call of Duty's most recent games are all based off a modified Quake3 Engine, running in DX9. All of the games from COD4 to Black Ops gain substantial FPS increases from SLI. However, Tri-SLi in FPSC does have issues, so you're definitely correct there! I think that DBPro wasnt coded with such advanced configs in mind.
And, you're totally correct, with a little tweaking, most Integrated Graphics Processors, or IGPs, and low end discrete graphics cards can handle FPSC quite well. I overclocked the onboard IGP for a friend's Sandy Bridge CPU and got a constant 45 FPS on a test level!
@all
Sorry for the wall of text! I tend to get very explanatory...
Cheers.

My Computer Specifications: Intel i7 980x OC @ 4.2 GHz |3x GTX 580's in SLI | 12 GB, 2000 MHz RAM (Corsair) |2x 1 TB HDD | 1.2 KW PSU |ASUS Rampage III Extreme Motherboard