EVGA GeForce GTX 660 SC review

Graphics cards 1047 Page 5 of 27 Published by

teaser

The graphics architecture that is Kepler

 

The graphics architecture that is Kepler

As you can understand, the massive memory partitions, bus-width and combination of GDDR5 memory (quad data rate) allow the GPU to work with a very high framebuffer bandwidth (effective). Let's again put most of the data in a chart to get an idea and better overview of changes:

Graphics card GeForce GTX
660
GeForce GTX
660 Ti
GeForce GTX
670
GeForce GTX 680 GeForce GTX 690
Fabrication node 28nm 28nm 28nm 28nm 28nm
Shader processors 960 1344 1344 1536 3072
Streaming Multiprocessors (SM) 5 7 7 8 16
Texture Units 80 112 112 128 128x2
ROP units 24 24 32 32 32x2
Graphics Clock (Core) 980/1033 MHz 915 / 980MHz 915 / 980MHz 1006/1058MHz 915/1019MHz
Shader Processor Clock 980/1033 MHz 915 / 980MHz 915 / 980MHz 1006/1058MHz 915/1019MHz
Memory Clock / Data rate MHz 1502 / 6008 MHz 1502 / 6008 MHz 1502 / 6008 MHz 1502 / 6008 MHz 1502 / 6008 MHz
Graphics memory 2048 MB 2048 MB 2048 MB 2048 MB 4096 MB
Memory interface 192-bit 192-bit 256-bit 256-bit 256-bit
Memory bandwidth 144 GB/s 144 GB/s 192 GB/s 192 GB/s 192 GB/s
Power connectors 1x6-pin PEG 2x6-pin PEG 2x6-pin PEG 2x6-pin PEG 2x8-pin PEG
Max board power (TDP) 140 Watts 150 Watts 170 Watts 170 Watts 300 Watts
Recommended Power supply 450 Watts 450 Watts 500 Watts 550 Watts 750 Watts
GPU Thermal Threshold 98 degrees C 98 degrees C 98 degrees C 98 degrees C 98 degrees C

So we talked about the core clocks, specifications and memory partitions. Obviously there's a lot more to talk through the GPU architecture for example. To understand a graphics processor you simply need to break it down into pieces to better understand it.  

Let's first look at the raw data that most of you can understand and grasp. This bit will be about the Kepler architecture, if you're not interested in g33k talk by all means please browse to the next page.

ASUS GTX 660

So above we see the GK106 block diagram that entails the Kepler architecture. Let's break it down into bits and pieces.

A fully operating GK106 will have:

  • 960 CUDA processors (Shader cores)
  • 192 CUDA core clusters (per SM).
  • 5 geometry units
  • 3 raster Units
  • 80 Texture Units
  • 24 ROP engines
  • 192-bit GDDR5 memory bus
  • DirectX 11.1

Above thus a fully operating GK106 as used on the GTX 660. So the more important thing to focus on are the SM (block of shader processors) clusters (or SMX as NVIDIA likes to call it for the GTX 660, which  has 192 Shader processors. That's radically different from Fermi, the GeForce GTX 580 for example had 32 shader processors per SM cluster. 960 : 192 = 5 Shader clusters (SMs). Let's blow up one such cluster:

GeForce GTX 680

Above the block diagram for a single Shader processor cluster, aka SM or SMX as NVIDIA now calls it. The SMX has quite a bit more bite in terms of shader, texture and geometry processing. 192 CUDA cores, that's six times the number of cores per SM opposed to Fermi. Now, at the end of the pipeline we run into the ROP (Raster Operation) engine and the GTX 660 again has 24 engines for features like pixel blending and AA, the GTX 660 Ti has 24 of these activated.

There's a total of 80 texture filtering units available for the GK106. The math is simple here, each SM has 16 texture units tied to it.

  • GeForce GTX 580 has 16 SMs X 4 Texture units = 64
  • GeForce GTX 660 Ti has 5 SMs X 16 Texture units = 80
  • GeForce GTX 660 Ti has 7 SMs X 16 Texture units = 112
  • GeForce GTX 670 has 7 SMs X 16 Texture units = 112
  • GeForce GTX 680 has 8 SMs X 16 Texture units = 128

Above the GK105 host interface - The Gigathread engine, three GPCs, three memory controllers, the ROP partitions, a 384 KB L2 cache. ROP partitions are nearby to the L2 cache, Each shader cluster then is tied to L1 and a shared L2 cache. Shading performance is going be increased quite bit, geometry performance will get a nice boost as well.

Share this content
Twitter Facebook Reddit WhatsApp Email Print