Tuesday, February 25, 2014

Using the GPU for Real Work: A Postmortem


After doing about a dozen projects with CUDA/GPU for my own edification, I made the mistake of trying to help out some friends on their project.

After working through various issues / problems I am came up with a list of somewhat obvious conclusions. I knew some of these going in, but some of them were a surprise and some were confirmed as being really true, not just sort of true.

I showed this to a friend who has spent a great deal of his career designing graphics hardware and he confirmed these and added a few of his own. I showed this list to another friend who has used the GPU commercially and he tells me I am all wrong. He always got 50-100 times speedup without any problems and things just work.

So you are on your own, kids.

Believe these or not as you please.

1. An algorithm that has been optimized for a conventional computer will be so completely unsuitable for the GPU that you should not even try to port it. One is much better off abandoning what you did before and rethink the problem for the GPU.

2. A major part of any GPU solution is getting the data to and from the GPU. Depending on what else you are doing, this could have a serious impact on the performance of the application and its design.

3. In general you should not expect to just tack a GPU program/shader/whatever onto an already existing program. You should expect to have to do major work to rearchitect your program to use the GPU.

4. Do not expect to be able to do a lot of magic things with the display and still be able to do intensive work on the GPU. Under those circumstances, plan to have a second GPU for your compute work.  I am still not completely clear on how NVIDIA shares one GPU with two very different tasks (the computers window system and your program, for example), but it does, up to a point.

4. As part of planning to use the GPU in your application, you should budget/allocate time for the core developer to work with your GPU programmer to hash out ideas, issues, problems. If your core developer does not have the time or the interest, do not try to use the GPU.

5. Debugging GPU programs is much harder than debugging normal programs. Think microcode but a little better than that.

6. Performance for the GPU is something of a black art. Small differences in algorithm can have impressive differences in the received performance. It can be remarkably difficult to predict in advance what kind of performance you are to see ultimately on your algorithm and project, even after optimization.

7. Not all GPUs are created equal even if they are software compatible.

8. And of the unequal GPUs, GPUs for laptops are particularly unequal.

9. Although the technology of GPUs and their programming is maturing, and NVIDIA has done a very good job, things are not perfect and when you run into a problem you may spend weeks and weeks getting yourself out. Examples upon request.

10. When you add a GPU to a mix of a larger application, you have complicated testing, deployment and support. If you do not have the budget for this, do not try to use the GPU.

In conclusion, GPUs are not a magic solution that just makes things faster. Under the right circumstances, performance of GPU can be impressive, but lots of things have to go right and nothing is free.

Unless you are my friend who says that GPUs just work and speed things up. In that case, I guess they are free.

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