@alexatkin
If I understand that right its because one of the major limitations with AGA games is they were designed for stock A1200 with 2MB CHIP RAM for EVERYTHING. Whereas RTG stuff will vary as its NOT for stock hardware so will use higher colour modes. And as more CHIP RAM will be available you CAN use higher colour modes than stock AGA games could have.
Well, the graphics memory with the gfxcard has nothing to do with "chip memory", but other that that, yes that's pretty much it. Also, the graphics cards typically can generate higher frequency & resolution displays due to faster memory and chipset. Most gfxcards have at least 2MB graphics memory, typically 4/8MB or more (naturally this depends on the gfxcard in question).
Gfxcards (with fast bus) are much faster for things that need chunky graphics, there is no need for chunky2planar conversion.
Will it be worth getting an FPU?
Depends on if you have applications that benefit from FPU. Normally FPU is not needed.
I understand that an FPU can take HUGE burdon off the CPU
Not really, FPU needs special support from the software. But if application supports FPU it can potentially be couple of times faster than integer math version.
and does number crunching a lot faster too for things like archivers
No.
but will it be any major benefit such as speeding up graphics operations?
No.
And to get back on topic. I presume that RTG is very similar (although on a more basic level I expect) to Direct X in that respect. Its a middleware API so you only have to speak one language and RTG handles translating into something the graphics card understands, right?
Correct (to some extent). DirectX does much much more than amiga RTG. RTG patches to regular graphics.library, layers.library and intuition.library, providing OS friendly apps way to access the graphics card hardware. Truecolor routines are available thru additional API (Picasso96API.library for Picasso96, cybergraphics.library for CyberGraphX and Picasso96). RTG itself has drivers for various graphics cards.