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Nvidia 64 Bit K1 Code Name Project Denver
AnandTech K1 Article
This new version of Tegra K1 pairs our 192-core Kepler architecture-based GPU with our own custom-designed, 64-bit, dual-core Project Denver CPU, which is fully ARMv8 architecture compatible. Further, Denver is fully pin compatible with the 32-bit Tegra K1 for ease of implementation and faster time to market.
Denver is designed for the highest single-core CPU throughput, and also delivers industry-leading dual-core performance. Each of the two Denver cores implements a 7-way superscalar microarchitecture (up to 7 concurrent micro-ops can be executed per clock), and includes a 128KB 4-way L1 instruction cache, a 64KB 4-way L1 data cache, and a 2MB 16-way L2 cache, which services both cores.
Denver implements an innovative process called Dynamic Code Optimization, which optimizes frequently used software routines at runtime into dense, highly tuned microcode-equivalent routines.
Effectively, this reduces the need to re-optimize the software routines.
Dynamic Code Optimization works with all standard ARM-based applications, requiring no customization from developers, and without added power consumption versus other ARM mobile processors.
The dual-CPU cores can attain significantly higher performance than existing four- to eight-core mobile CPUs on most mobile workloads.
AnandTech K1 Article
Kepler makes the move into mobile largely unchanged. This is a full Kepler implementation with the same size register file, shared L1 and is 100% ISA compatible with its big brother.
Tegra K1 features a single SMX (in a single GPC), which amounts to 192 CUDA cores.
Tessellation and geometry engines arent crippled compared to desktop Kepler. FP64 support is also present, at 1/24 the FP32 rate. There are 4 ROPs and 8 texture units, down from 16 in the PC version of Kepler.
With a GPU clock of 950MHz (admittedly, a bit on the high end), NVIDIA can deliver substantially more raw horsepower than either previous generation console (192 CUDA cores * 2 FLOPS per core * 950MHz). Peak texture filtering performance and more importantly, memory bandwidth are lower than what was possible on these consoles but the numbers were talking about here arent substantial enough to prevent porting from happening. There may be some optimization needed but it definitely looks like Tegra K1 is the first mobile platform that can more or less run Xbox 360/PS3 titles, at least from a performance standpoint.