It's not intuitively obvious to me how a rasterizer accelerator would render NURBS surfaces at all (edit: without just approximating the surface with triangles/quads in software, which any competing card could also do)
- Curved surfaces in Quake 3: https://www.gamedeveloper.com/programming/implementing-curve...
- Rhino 3D support: https://www.rhino3d.com/features/nurbs/