Thus the trick to making a good GPU is to use leaky transistors where you must, and use slower transistors elsewhere. This is exactly what NVIDIA did for GF100, where they primarily used 2 types of transistors differentiated in this manner. At a functional unit level we’re not sure which units used what, but it’s a good bet that most devices operating on the shader clock used the leakier transistors, while devices attached to the base clock could use the slower transistors. Of course GF100 ended up being power hungry – and by extension we assume leaky anyhow – so that design didn’t necessarily work out well for NVIDIA.
For GF110, NVIDIA included a 3rd type of transistor, which they describe as having “properties between the two previous ones”. Or in other words, NVIDIA began using a transistor that was leakier than a slow transistor, but not as leaky as the leakiest transistors in GF100. Again we don’t know which types of transistors were used where, but in using all 3 types NVIDIA ultimately was able to lower power consumption without needing to slow any parts of the chip down. In fact this is where virtually all of NVIDIA’s power savings come from, as NVIDIA only outright removed few if any transistors considering that GF110 retains all of GF100’s functionality.