*Source: Digit-Life (
http://www.digit-life.com/articles2/...0_units.html)*
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Our analysis of NVIDIA G8x performance with different numbers of active shader units has been caused by the existing Mid- and Low-End cut-down solutions of this architecture as well as by possible future solutions from both chipmakers with a different number of unified processors (and probably with a different ratio of various units.)
It was very interesting to see the real difference in their performance with different numbers of units that execute vertex and pixel shaders in the existing games. This analysis will also help us evaluate the effect of shader performance on rendering speed, and how much texture and fill rates limit modern games.
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