Yeah they have been confusing people on that.Second, the texture fill rate number given is 18400M/s while nVidias site (as well as many other sites) has 36800M/s listed. My own testing shows that it's 18400M/s (the numbers I actually got where between 18114M/s and 18192M/s). This is because there are only 32 Texture addressing units. nVidia's number comes from the 64 Texture filtering units. I think it's confusing the matter somewhat... I think the best rating number here is the fastest rate at which the pixel/fragment shader can recieve texture samples (which is 18400M/s like this site lists).
http://enthusiast.hardocp.com/article.html?art=MTIxOCw2LCxoZW50aHVzaWFzdA==
NVIDIA whitepapers said:In essence, full speed bilinear anisotropic filtering is nearly free on GeForce 8800 GPUs. FP16 bilinear texture filtering is also performed at 32 pixels per clock (about 5x faster than GeForce 7x GPUs), and FP16 2:1 anisotropic filtering is done at 16 pixels clock. Note that the texture units run at the core clock, which is 575MHz on the GeForce 8800 GTX .
At the core clock rate of 575MHz, texture fill rate for both bilinear filtered texels and 2:1 bilinear anisotropic filtered texels is 575MHz x 32 = 18.4 billion texels/second. However, 2:1 bilinear anisotropic filtering uses two bilinear samples to derive a final filtered texel to apply to a pixel. Therefore, GeForce 8800 GPUs have an effective 36.8 billion texel/second fill rate when equated to raw bilinear texture filtering horsepower.
They'd like to say it's 36.8 MT/s but clearly realworld performance has revealed that it isn't. Those extra TF units only come in handy during AF and trilinear situations it seems.