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GeForce 9600 GT

 
On February 21, 208, the Canadian company officially introduced the 9600 GT graphics card. It was designed to put the 8600 GTS in the middle-end segment in the price category up to 0 to a "deserved rest". The new core G94 differs from its older "brother" G92 only in quantitative or significant changes. In terms of quantitative characteristics, the 9600 GT has 64 universal processors in stock - this is two times more than the "old" 8600 GTS, and two times less than the GeForce 8800 GTS (G92) or GeForce 8800 GTX. This time, let's hope that there won't be such a huge gap in performance compared to older solutions, as it was between the 8800 and 8600.
 
So, the newly minted G94 core consists of 505 million transistors (for comparison: the G86 had 210 million of them, the G92 had 754 million, and the G80 had 681 million). It operates at a nominal frequency of 650 MHz for NVIDIA GeForce 9600 GTS. The GPU uses a unified shader architecture, which has proved itself excellently in the G80/84/92 chips. The idea of ​​unifying GPU functional blocks is as follows: previously they were divided into vertex and shader ones, and now universal blocks are able to process any kind of instructions without significant performance losses. This will allow you to dynamically change the performance of the kernel by reallocating resources for the task that is currently needed. As a result, we get a full load of the chip, and as a result, performance increases.
 
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In the case of G94, we see an elementary reduction - 4 shader units, each of which contains 16 stream processors (Streaming Processor) and 8 texture units (TMU). In total, 64 stream processors and 32 texture units are obtained. All G94 processors, as in previous chips, operate at higher clock frequencies relative to the GPU. In particular, for the 9600 GT it is 1650 MHz. Finally, we note the blocks for writing to the frame buffer (ROP), which in this case are 4 (in the diagram, blue blocks next to the L2 cache). In the work and concept of building stream processors (SP), NVIDIA has not made any amendments since the time of the G84 chips.

For every four stream processors, there are two TA texture addressers and two TF texture filter modules. Therefore, now each texture unit, due to the increase in the number of calculated texture addresses, will be able to process twice as many samples as, for example, in the G80. Each shader unit has its own L1 cache. It can store not only textures, but also, due to the unification of the blocks themselves, various kinds of data. All stream processors (SPs) on which the G94 architecture is based are scalar. Why not vector? The reason lies in the fact that based on the research of shader programs by NVIDIA developers, it was found out that the vector architecture uses computing resources quite uneconomically when complex instructions are being processed - for example, scalar and vector at the same time (generally speaking, scalar calculations on vector processors are performed very inefficiently). In light of the recent trend towards an increasing transition from vector to scalar computing, the strategy of NVIDIA developers, perhaps, becomes clear. Well, what to do with the vector program code? Everything is very simple: they are converted into scalar operations directly by the G94 chip itself. As already mentioned, the GeForce 9600 has 4 frame buffer write units (ROP). They have not undergone any changes regarding the G92 architecture and support the following anti-aliasing methods: multisampling, supersampling and adaptive anti-aliasing. In light of the recent trend towards an increasing transition from vector to scalar computing, the strategy of NVIDIA developers, perhaps, becomes clear. Well, what to do with the vector program code? Everything is very simple: they are converted into scalar operations directly by the G94 chip itself. As already mentioned, the GeForce 9600 has 4 frame buffer write units (ROP). They have not undergone any changes regarding the G92 architecture and support the following anti-aliasing methods: multisampling, supersampling and adaptive anti-aliasing. In light of the recent trend towards an increasing transition from vector to scalar computing, the strategy of NVIDIA developers, perhaps, becomes clear. Well, what to do with the vector program code? Everything is very simple: they are converted into scalar operations directly by the G94 chip itself. As already mentioned, the GeForce 9600 has 4 frame buffer write units (ROP). They have not undergone any changes regarding the G92 architecture and support the following anti-aliasing methods: multisampling, supersampling and adaptive anti-aliasing. the GeForce 9600 has 4 framebuffer writes (ROPs). They have not undergone any changes regarding the G92 architecture and support the following anti-aliasing methods: multisampling, supersampling and adaptive anti-aliasing. the GeForce 9600 has 4 framebuffer writes (ROPs). They have not undergone any changes regarding the G92 architecture and support the following anti-aliasing methods: multisampling, supersampling and adaptive anti-aliasing.

Specifications NVIDIA GeForce 9600 GT

Name GeForce 9600 GT
Core G94 (D9P)
Process technology (µm) 0.065
Transistors (million) 505
Core frequency 650
Memory frequency (DDR) 900
Bus and memory type GDDR3 256-bit
Bandwidth (Gb/s) 57.60
Unified shader blocks 64
Frequency of unified shader units 1625
TMU per conveyor 32
ROP 16
Shader Model 4.0
Fill Rate (Mpix/s) 10400
Fill Rate (Mtex/s) 20800
DirectX 10.0
Memory 512/1024
Interface PCI-E 2.0