It seems they're basing their figures on GPUBench and GPUBench is, imho, someway flawed when it tries to test how many instructions are needed to hide a texture fetch, since AFAIK it uses a test that employs only ALU instructions that depends upon one or more texture fetches results, without non-dependent ALU instructions at all.Jawed said:Bottom of left column on page 6 for discussion of FP texture fetch overheads. That's for FP32. I don't have the data for the texture fetch overheads of other texture formats.
So it's true NV40/G70 can't hide that kind of latency but it also true that in most cases, in real world shaders, one has a quite different ALU instructions usage