Soldato
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- 27 Jul 2005
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Sourced from www.geforce9.com 
PCGH: Why did you re-integrate NVIO-functionality into the main die and how much die space (or transistors) did that roughly cost?
NVIDIA: Going to 65nm allows us to integrate more transistors into the chip and reduce routing complexity.
PCGH: Does the G92/GF8800 GT chip support double-precision to be used in the Tesla-line of cards? If so, what about the number of cycles compared to single-precision?
NVIDIA: The Geforce 8800 GT does not support double precision DX10.1.
PCGH: Did you improve on the number of registers per Thread? If i remember correctly from your CUDA-documents, there were about 10,6 for every thread.
NVIDIA: Registers per thread are the same.
PCGH: How many Quad-TMUs does GF8800 GT use? Are the TMUs still coupled to the 7 TPCs or is their freely scalable now?
NVIDIA: Up to 8 Texture address ops and texture filtering ops can be done per clock, per TPC. 7 * 8 = 56 Units for the chip. The texture units are coupled to TPCs.
PCGH: Did any of the filtering characteristics change compared to G80? Does G92 filter some formats now single-cycle which G80 couldn't?
NVIDIA: G92 can do up to 2x more bilinear filtering ops per clock, per TPC.
PCGH: What is the minimal thread size? Did it change compared to G80?
NVIDIA: It's still the same.
PCGH: Are the TPC still organized as 16x SIMDs or did you improve on granularity?
NVIDIA: They are the same.
PCGH: Any important changes to the ROPs? Still single-cycle 4x MSAA, 4 pixels each / alt. 8 Z-Values per clock?
NVIDIA: ROP Compression system is improved for high resolutions with AA. Compression now covers scenes up to 2560 x 1600 with 4xAA (thought it may be shader bound at this point)
PCGH: Did you improve the geometry shader amplification performance, esp. under heavy load?
NVIDIA: No, it's the same as G80.
PCGH: Did you improve on triangle-setup? How many tri/s can you setup before and now?
NVIDIA: Up to one triangle per clock, like G80.
PCGH: Is the GF8800 GT's VP identical to the one used in G84/G86?
NVIDIA: Yes
PCGH: Is the mentioned TDP of 100 watts the absolute maximum on stock clocks? Can you give a rough estimate as to what percentage of the TDP one would typically experience in a 3DMark-run?
NVIDIA: 110W is the max board power.
PCGH: Will the G80 chip continue to be used only in the highest-end cards, e.g. GTX and Ultra?
NVIDIA: Yes, absolutely. GTX is more than 20% faster than the 8800 GT at 25x16 4xAA.
PCGH: What about AGP? Is there a new brigde-chip coming to support GF8800GT chips?
NVIDIA: Sorry, no comments on unannounced products.
PCGH: SLI: Did you improve on inter card bandwidth? What kind of protocol do you use for SLI communication? Something like PCI-Express?
NVIDIA: We use a combination of PCI Express and the SLI bridge. This remains the same on GeForce 8800 GT.

PCGH: Why did you re-integrate NVIO-functionality into the main die and how much die space (or transistors) did that roughly cost?
NVIDIA: Going to 65nm allows us to integrate more transistors into the chip and reduce routing complexity.
PCGH: Does the G92/GF8800 GT chip support double-precision to be used in the Tesla-line of cards? If so, what about the number of cycles compared to single-precision?
NVIDIA: The Geforce 8800 GT does not support double precision DX10.1.
PCGH: Did you improve on the number of registers per Thread? If i remember correctly from your CUDA-documents, there were about 10,6 for every thread.
NVIDIA: Registers per thread are the same.
PCGH: How many Quad-TMUs does GF8800 GT use? Are the TMUs still coupled to the 7 TPCs or is their freely scalable now?
NVIDIA: Up to 8 Texture address ops and texture filtering ops can be done per clock, per TPC. 7 * 8 = 56 Units for the chip. The texture units are coupled to TPCs.
PCGH: Did any of the filtering characteristics change compared to G80? Does G92 filter some formats now single-cycle which G80 couldn't?
NVIDIA: G92 can do up to 2x more bilinear filtering ops per clock, per TPC.
PCGH: What is the minimal thread size? Did it change compared to G80?
NVIDIA: It's still the same.
PCGH: Are the TPC still organized as 16x SIMDs or did you improve on granularity?
NVIDIA: They are the same.
PCGH: Any important changes to the ROPs? Still single-cycle 4x MSAA, 4 pixels each / alt. 8 Z-Values per clock?
NVIDIA: ROP Compression system is improved for high resolutions with AA. Compression now covers scenes up to 2560 x 1600 with 4xAA (thought it may be shader bound at this point)
PCGH: Did you improve the geometry shader amplification performance, esp. under heavy load?
NVIDIA: No, it's the same as G80.
PCGH: Did you improve on triangle-setup? How many tri/s can you setup before and now?
NVIDIA: Up to one triangle per clock, like G80.
PCGH: Is the GF8800 GT's VP identical to the one used in G84/G86?
NVIDIA: Yes
PCGH: Is the mentioned TDP of 100 watts the absolute maximum on stock clocks? Can you give a rough estimate as to what percentage of the TDP one would typically experience in a 3DMark-run?
NVIDIA: 110W is the max board power.
PCGH: Will the G80 chip continue to be used only in the highest-end cards, e.g. GTX and Ultra?
NVIDIA: Yes, absolutely. GTX is more than 20% faster than the 8800 GT at 25x16 4xAA.
PCGH: What about AGP? Is there a new brigde-chip coming to support GF8800GT chips?
NVIDIA: Sorry, no comments on unannounced products.
PCGH: SLI: Did you improve on inter card bandwidth? What kind of protocol do you use for SLI communication? Something like PCI-Express?
NVIDIA: We use a combination of PCI Express and the SLI bridge. This remains the same on GeForce 8800 GT.
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