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At larger nodes, as far as I know the latency was mostly dominated by fan-out, which is how many inputs an output is connected to. The more inputs the larger the total gate capacitance; to compensate you can make the output transistors larger, but that adds its own delay. So if you need to fan out to a lot of inputs, you'd end up chaining stages and adding more delay.

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.



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!"




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