From what I've heard, I believe it is..
Basically you can increase your tolerance to latency - be it from GDDR or XDR - by increasing the number of threads, at the expense of per-thread resources.
I guess given the extra constraints on thread resources, the programmer has control over this. If you know you'll only be texturing from GDDR you can use this number of registers per thread. If you're going to be using XDR, you can use this lower number, and let the GPU increase the number of threads in flight such that if a thread is stalled waiting on its texture data, it's more likely there'll be another ready thread to switch to while the other waits.