Dependence of NVIDIA G8x Architecture Performance on the Amount of Shader Units

Posted on Monday, September 10 2007 @ 3:05 CEST by Thomas De Maesschalck
Do existing applications really need so many graphics card ALUs? Do existing games really load these ALUs with enough pixel and vertex shaders? Is reduced number of units justified for Mid- and Low-End GPUs? Today we'll try to answer all these questions by analyzing performance of the GeForce 8800 GTX graphics card in several popular games with various numbers of ALUs enabled: 32, 64, 96, and 128.

Check it out over at Digit Life.


About the Author

Thomas De Maesschalck

Thomas has been messing with computer since early childhood and firmly believes the Internet is the best thing since sliced bread. Enjoys playing with new tech, is fascinated by science, and passionate about financial markets. When not behind a computer, he can be found with running shoes on or lifting heavy weights in the weight room.



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