so this is the dumb ass in me showiing....
but what is the difference between "windowed full screen" and "forced full scree" just wondering
with newer windows versions, there is something called the desktop window manager, responsible for the desktop composition (the stuff where you can have transparent blurry borders, etc).
one of the drawbacks of this is that windowed full screen will also go through that pipeline, which potentially adds a bit of lag.
exclusive full screen will use a "true" fullscreen mode, e.g. VP will be the only window visible on the given screen (thats why the VPM window will not show up on the same screen for example). this can disable the desktop composition (at least on windows 7, newer ones i don't think so), removing the bit of lag mentioned above, plus other potential optimizations the graphics driver might be able to do. in addition one can also choose the resolution and refresh rate without having to do that for all of windows (obviously).
another thing possible with exclusive fullscreen is the support of 10bit monitors. and maybe HDR monitors in the near future (unclear if that works with DX9 though for now).
maybe I'm remember this different... but i noticed with the last couple builds... to sink a primitive into the playfield you now have to uncheck , static and reflection for it to work?
was this always the case??.... I dont remember it being that way....
this is the case since a looooong time, at least since VP10 final. 
its a restriction that gets the rendering a bit faster, and mainly saves gfx memory, along with solving some engine headaches.
I've also been wondering if we will ever see some other features many have asked for?? built in wire guides, built in wall guides, assigning primitives there own or seperate HDR image etc. etc. maybe none of these features are possible but one can only hope!
the separate HDR image is not really feasible, as we want to make the rendering and lighting more and more dynamic (and more realistic) over time, and this is one of the things that would produce more headaches for us in the near future.
wire & wall guides is something fuzzel might be able to answer, he's the geometry expert.
Heya - Normal mapping is explained here - it's a technique to re detail a mesh that has had its polygon count reduced using a special texture that is placed over it. It was used extensively in the mid to late 90's to make games look more realistic when their CPU grunt could only render very low poly count models. They are still used a lot too.
Indeed. Every AAA game out there uses it excessively on almost every object in the game.