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Because the CAS latency is specified in clock cycles, and not transfers (which occur on both the rising and falling edges of the clock), it is important to ensure it is the clock rate (half of the transfer rate) which is being used to compute CAS latency times. [citation needed] Another complicating factor is the use of burst transfers.
With this 1 ns clock, a CAS latency of 7 gives an absolute CAS latency of 7 ns. Faster DDR3-2666 memory (with a 1333 MHz clock, or 0.75 ns exactly; the 1333 is rounded) may have a larger CAS latency of 9, but at a clock frequency of 1333 MHz the amount of time to wait 9 clock cycles is only 6.75 ns.
At higher clock rates, the useful CAS latency in clock cycles naturally increases. 10–15 ns is 2–3 cycles (CL2–3) of the 200 MHz clock of DDR-400 SDRAM, CL4-6 for DDR2-800, and CL8-12 for DDR3-1600. Slower clock cycles will naturally allow lower numbers of CAS latency cycles.
Memory latency is the time (the latency) between initiating a request for a byte or word in memory until it is retrieved by a processor. If the data are not in the processor's cache , it takes longer to obtain them, as the processor will have to communicate with the external memory cells.
In FPM DRAM, the column address can be supplied while CAS is still deasserted, and the main column access time (t AA) begins as soon as the address is stable. The CAS signal is only needed to enable the output (the data out pins were held at high-Z while CAS was deasserted), so time from CAS assertion to data valid (t CAC) is greatly reduced. [63]
Graphics Double Data Rate 7 Synchronous Dynamic Random-Access Memory (GDDR7 SDRAM) is a type of synchronous graphics random-access memory (SGRAM) specified by the JEDEC Semiconductor Memory Standard, with a high bandwidth, "double data rate" interface, designed for use in graphics cards, game consoles, and high-performance computing.
Latency, from a general point of view, is a time delay between the cause and the effect of some physical change in the system being observed. Lag, as it is known in gaming circles, refers to the latency between the input to a simulation and the visual or auditory response, often occurring because of network delay in online games. [1]
ATI has since designed the GDDR technology further into GDDR3, which is based on DDR2 SDRAM, though with several additions suited for graphics cards. GDDR3 was commonly used in graphics cards and some tablet PCs. However, further confusion has been added to the mix with the appearance of budget and mid-range graphics cards which claim to use ...