Why 'Gaming' Chips Are Moving Into the Server Room
Esther Schindler writes "After several years of trying, graphics processing units (GPUs) are beginning to win over the major server vendors. Dell and IBM are the first tier-one server vendors to adopt GPUs as server processors for high-performance computing (HPC). Here's a high level view of the hardware change and what it might mean to your data center. (Hint: faster servers.) The article also addresses what it takes to write software for GPUs: 'Adopting GPU computing is not a drop-in task. You can't just add a few boards and let the processors do the rest, as when you add more CPUs. Some programming work has to be done, and it's not something that can be accomplished with a few libraries and lines of code.'"
Indeed. With Cuda, DirectCompute, and OpenCL, nearly 100% of your code is boilerplate interfacing to the API.
There needs to be a language where this stuff is a first-class citizen and not just something provided by an API.
"His name was James Damore."
The stream architecture of modern GPU's work radically differently than a conventional CPU.
True if the comparison is to a commodity scalar CPU.
It is not as simple as scaling conventional multi-threading up to thousands of threads.
True. Many algorithms will not map well to the architecture. However, many others will map extremely well. Many scientific codes have been tuned over the decades to exploit high degrees of parallelism. Often the small data sets are the primary bottleneck. Strong scaling is hard, weak scaling is relatively easy.
Certain things that you are used to doing on a normal processor have an insane cost in GPU hardware.
In a sense. These are not scalar CPUs and traditional scalar optimization, while important, won't utilize the machine well. I can't think of any particular operation that's greatly slower then on a conventional CPU, provided one uses the programming model correctly (and some codes don't map well to that model).
For instance, the if statement.
No. Branching works perfectly fine if you program the GPU as a vector machine. The reason branches within a warp (using NVIDIA terminology) are expensive is simply because a warp is really a vector. The GPU vendors just don't want to tell you that because either they fear being tied to some perceived historical baggage with that term or they want to convince you they're doing something really new. GPUs are interesting, but they're really just threaded vector processors. Don't misunderstand me, though, it's a quite interesting architecture to work with!