GeForce 8600 GTS
In terms of the number of transistors, the G84 barely falls short of the status of half of the G80 - the chip has 289 million transistors, while the G80 had 681 million transistors. What does this "quarter" need 289 million transistors for? The unified shader architecture implies the presence of control and service logic in the core of the video chip, which takes up a lot of space regardless of the number of stream processors. Therefore, even when the number of processors is cut four times, there is no proportional reduction in the number of transistors. Yes, G84 and G86 are produced using a thinner 80 nm process technology, but compared to the 90 nm process technology of the G80 chip, it does not provide significant savings in die area, and the G84 and G86 chips should have a good margin to reduce the cost. Obviously, NVIDIA had to "cut" the most necessary, trying to make up for the losses by some optimization of the architecture of the G84 and G86 chips. Let the G84 have 32 stream processors, but in some cases they were able to work with the same efficiency as the 64 processors in the G80 chip.
Specifications NVIDIA GeForce 8600 GTS
Name | GeForce 8600 GTS |
Core | G84 |
Process technology (µm) | 0.08 |
Transistors (million) | 289 |
Core frequency | 675 |
Memory frequency (DDR) | 1000 (2000) |
Bus and memory type | GDDR3 128 Bit |
Bandwidth (Gb/s) | 32 |
Unified shader blocks | 32 |
Frequency of unified shader units | 1450 |
TMU per conveyor | 16 (total) |
ROP | 8 |
textures per clock | 16 |
textures per pass | 16 |
Shader Model | 4.0 |
Fill Rate (Mpix/s) | 5400 |
Fill Rate (Mtex/s) | 10800 |
DirectX | 10.0 |
Anti-Aliasing (Max) | SS&MS - 16x |
Anisotropic Filtering (Max) | 16x |
Memory | 256/512 |
Interface | PCI-E |
RAMDAC | 2x400 |
GeForce 8600 GTS was able to compete with such monsters of the past GeForce 7900 GT or even GeForce 7950 GT.
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