Re:5.5 mm in 1.25 nanoseconds
by brucedawson on Friday January 14, 2022 @04:40PM
(#29940816)
Trivia: the Xbox 360 CPU design used 10 FO4, meaning that it could get less done per clock cycle than the Pentium 4. In order words, the Xbox 360 CPU was trying to beat the Pentium 4 at the clock-speed game (fewer stages per clock allows for higher frequency) but the power wall intervened and said "Nope!"
Typical numbers for designs going for higher clocks (read: Pentium 4) would be 16 FO4 stages per clock. So of all you're doing is moving data from point A to point B on the chip, that still gives you quite a bit of leeway for adding buffer stages without having to add an extra cycle of latency.
Things have changed though, as other commenters have pointed out. These days everything is a lot more complicated, as you get to smaller nodes.