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Message boards : Number crunching : Can I run 1 WU across multiple GPUs?

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Peter Hucker
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321 LLR Bronze: Earned 10,000 credits (93,657)Cullen LLR Silver: Earned 100,000 credits (174,114)ESP LLR Bronze: Earned 10,000 credits (39,951)Generalized Cullen/Woodall LLR Bronze: Earned 10,000 credits (19,640)PPS LLR Bronze: Earned 10,000 credits (18,098)PSP LLR Silver: Earned 100,000 credits (186,004)SoB LLR Gold: Earned 500,000 credits (997,363)SR5 LLR Bronze: Earned 10,000 credits (27,810)SGS LLR Bronze: Earned 10,000 credits (17,894)TRP LLR Bronze: Earned 10,000 credits (40,997)Woodall LLR Silver: Earned 100,000 credits (239,744)321 Sieve Bronze: Earned 10,000 credits (30,838)PPS Sieve Ruby: Earned 2,000,000 credits (2,132,216)Sierpinski (ESP/PSP/SoB) Sieve (suspended) Bronze: Earned 10,000 credits (16,965)TRP Sieve (suspended) Bronze: Earned 10,000 credits (14,492)AP 26/27 Bronze: Earned 10,000 credits (33,639)GFN Jade: Earned 10,000,000 credits (10,918,649)
Message 146244 - Posted: 7 Dec 2020 | 10:29:01 UTC

I know people run multiple WUs on 1 GPU, but can it be done the other way round? Primegrid produces huge tasks that take days on a GPU. Can they be spread across more than one GPU, as a CPU workunit can go across 2 CPUs on a server MB? If the GPUs are connected with SLI/crossfire, will Boinc treat them as one?

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Message 146248 - Posted: 7 Dec 2020 | 11:19:34 UTC - in response to Message 146244.

I know people run multiple WUs on 1 GPU, but can it be done the other way round? Primegrid produces huge tasks that take days on a GPU. Can they be spread across more than one GPU, as a CPU workunit can go across 2 CPUs on a server MB? If the GPUs are connected with SLI/crossfire, will Boinc treat them as one?


No you can not, Boinc is not setup for that and the Developers haven't publicly said they were interested in doing it either. You might send a note to Richard Haselgrove asking him if the Developers are even thinking about adding it as he's the head of the group. I don't know if he's on here at Prime Grid or not though.

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Message 146249 - Posted: 7 Dec 2020 | 12:00:19 UTC - in response to Message 146244.

I know people run multiple WUs on 1 GPU, but can it be done the other way round? Primegrid produces huge tasks that take days on a GPU. Can they be spread across more than one GPU, as a CPU workunit can go across 2 CPUs on a server MB? If the GPUs are connected with SLI/crossfire, will Boinc treat them as one?


Theoretically, yes.

But the app would have to be written specifically for it, and I’m not aware of any app anywhere that does this. “Why not?”, you might ask. It’s because there’s absolutely no benefit to doing this, while it makes the apps far more complex, and more costly to develop and more costly to maintain. If a task takes an hour on one GPU and half an hour on two GPUs, it doesn’t matter if you run one task (on both GPUs) or two tasks (each on one GPU) ; either way you’re doing two tasks per hour. There’s no benefit here, and your apps are more complex.

If you’re playing a video game, SLI makes sense. Doubling the frame rate can make a huge difference in playability. But that’s not the case with crunching.

Not only would using SLI not be helpful, but you literally can not use it for crunching. If you enable SLI, the apps can’t see the GPUs at all and can’t run.
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Message 146260 - Posted: 7 Dec 2020 | 13:00:02 UTC - in response to Message 146244.
Last modified: 7 Dec 2020 | 13:01:20 UTC

I know people run multiple WUs on 1 GPU, but can it be done the other way round? Primegrid produces huge tasks that take days on a GPU. Can they be spread across more than one GPU, as a CPU workunit can go across 2 CPUs on a server MB?

The main problem is the memory which is intensively used.
With CPUs, multithreading is efficient if all threads run on a single processor and that the shared memory is the L3 cache of the processor. If the threads are executed on two processors, the shared area is the main memory and multithreading is not efficient.
Two GPUs would have to exchange data continuously and the bandwith of PCIe is very low compared to GPU internal memory bus.

If the GPUs are connected with SLI/crossfire, will Boinc treat them as one?

I would have said yes and SLI/crossfire is a fast memory bus. But I never tested this configuration and it depends on how OpenCL detects the GPUs (a single one with twice the number of cores or two).
But two tasks running on each GPU without SLI/crossfire will have a better throughput.

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Message 146262 - Posted: 7 Dec 2020 | 13:09:00 UTC - in response to Message 146260.


If the GPUs are connected with SLI/crossfire, will Boinc treat them as one?

I would have said yes and SLI/crossfire is a fast memory bus. But I never tested this configuration and it depends on how OpenCL detects the GPUs (a single one with twice the number of cores or two).
But two tasks running on each GPU without SLI/crossfire will have a better throughput.


Once you turn on SLI, CUDA (and presumably OpenCL) can't see the GPUs at all.
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Discovered 9 mega primesEliminated 1 conjecture "k"Found 3 primes in the 2020 Tour de PrimesFound 1 mega prime in the 2020 Tour de Primes321 LLR Jade: Earned 10,000,000 credits (10,118,548)Cullen LLR Jade: Earned 10,000,000 credits (13,526,070)ESP LLR Sapphire: Earned 20,000,000 credits (20,279,036)Generalized Cullen/Woodall LLR Jade: Earned 10,000,000 credits (11,205,056)PPS LLR Sapphire: Earned 20,000,000 credits (35,568,785)PSP LLR Jade: Earned 10,000,000 credits (13,269,813)SoB LLR Jade: Earned 10,000,000 credits (12,972,678)SR5 LLR Sapphire: Earned 20,000,000 credits (20,375,669)SGS LLR Jade: Earned 10,000,000 credits (11,029,775)TRP LLR Sapphire: Earned 20,000,000 credits (20,371,529)Woodall LLR Jade: Earned 10,000,000 credits (13,362,218)321 Sieve Emerald: Earned 50,000,000 credits (50,559,131)Cullen/Woodall Sieve (suspended) Sapphire: Earned 20,000,000 credits (24,692,868)Generalized Cullen/Woodall Sieve (suspended) Sapphire: Earned 20,000,000 credits (20,711,622)PPS Sieve Double Gold: Earned 500,000,000 credits (555,050,144)Sierpinski (ESP/PSP/SoB) Sieve (suspended) Jade: Earned 10,000,000 credits (11,707,274)TRP Sieve (suspended) Turquoise: Earned 5,000,000 credits (5,316,578)AP 26/27 Double Bronze: Earned 100,000,000 credits (127,594,642)GFN Double Silver: Earned 200,000,000 credits (379,659,050)PSA Emerald: Earned 50,000,000 credits (52,054,411)
Message 146270 - Posted: 7 Dec 2020 | 15:05:03 UTC
Last modified: 7 Dec 2020 | 15:06:08 UTC

Moo! runs a single task across multiple GPUs. They do RC5-72 for distributed.net, in a BOINC wrapper.
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Peter Hucker
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321 LLR Bronze: Earned 10,000 credits (93,657)Cullen LLR Silver: Earned 100,000 credits (174,114)ESP LLR Bronze: Earned 10,000 credits (39,951)Generalized Cullen/Woodall LLR Bronze: Earned 10,000 credits (19,640)PPS LLR Bronze: Earned 10,000 credits (18,098)PSP LLR Silver: Earned 100,000 credits (186,004)SoB LLR Gold: Earned 500,000 credits (997,363)SR5 LLR Bronze: Earned 10,000 credits (27,810)SGS LLR Bronze: Earned 10,000 credits (17,894)TRP LLR Bronze: Earned 10,000 credits (40,997)Woodall LLR Silver: Earned 100,000 credits (239,744)321 Sieve Bronze: Earned 10,000 credits (30,838)PPS Sieve Ruby: Earned 2,000,000 credits (2,132,216)Sierpinski (ESP/PSP/SoB) Sieve (suspended) Bronze: Earned 10,000 credits (16,965)TRP Sieve (suspended) Bronze: Earned 10,000 credits (14,492)AP 26/27 Bronze: Earned 10,000 credits (33,639)GFN Jade: Earned 10,000,000 credits (10,918,649)
Message 146274 - Posted: 7 Dec 2020 | 15:52:44 UTC - in response to Message 146270.

No you can not, Boinc is not setup for that and the Developers haven't publicly said they were interested in doing it either. You might send a note to Richard Haselgrove asking him if the Developers are even thinking about adding it as he's the head of the group. I don't know if he's on here at Prime Grid or not though.


Richard has already replied with just the word "no" in this thread: https://boinc.berkeley.edu/forum_thread.php?id=14075&postid=102014#102014

Theoretically, yes.

But the app would have to be written specifically for it, and I’m not aware of any app anywhere that does this. “Why not?”, you might ask. It’s because there’s absolutely no benefit to doing this, while it makes the apps far more complex, and more costly to develop and more costly to maintain. If a task takes an hour on one GPU and half an hour on two GPUs, it doesn’t matter if you run one task (on both GPUs) or two tasks (each on one GPU) ; either way you’re doing two tasks per hour. There’s no benefit here, and your apps are more complex.

If you’re playing a video game, SLI makes sense. Doubling the frame rate can make a huge difference in playability. But that’s not the case with crunching.

Not only would using SLI not be helpful, but you literally can not use it for crunching. If you enable SLI, the apps can’t see the GPUs at all and can’t run.
Ah, I assumed when you enabled SLI, that the game thought you had a GPU with more cores in it. I didn't realise the game had to do anything special to make use of it.

The main problem is the memory which is intensively used.
With CPUs, multithreading is efficient if all threads run on a single processor and that the shared memory is the L3 cache of the processor. If the threads are executed on two processors, the shared area is the main memory and multithreading is not efficient.
Two GPUs would have to exchange data continuously and the bandwith of PCIe is very low compared to GPU internal memory bus.


So am I running my 24 core work units slower than I should on my dual 12 core xeons? Would it even be clever enough to run two 12 core units on seperate CPUs?

Once you turn on SLI, CUDA (and presumably OpenCL) can't see the GPUs at all.
Don't games need to use CUDA?

Moo! runs a single task across multiple GPUs. They do RC5-72 for distributed.net, in a BOINC wrapper.
Has this been specifically written to do so then? It seems Boinc doesn't have this ability built in. What do you see in Boinc Manager / Boinctasks when you do this?

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Message 146276 - Posted: 7 Dec 2020 | 16:18:43 UTC - in response to Message 146274.

Moo! runs a single task across multiple GPUs. They do RC5-72 for distributed.net, in a BOINC wrapper.
Has this been specifically written to do so then? It seems Boinc doesn't have this ability built in. What do you see in Boinc Manager / Boinctasks when you do this?


Standard BOINC client. Not sure what was done inside the wrapper of the task. Here are a couple of screen shots, from both boincmgr and boinctasks.




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Message 146278 - Posted: 7 Dec 2020 | 16:23:35 UTC - in response to Message 146274.
Last modified: 7 Dec 2020 | 16:28:44 UTC

Not only would using SLI not be helpful, but you literally can not use it for crunching. If you enable SLI, the apps can’t see the GPUs at all and can’t run.

Ah, I assumed when you enabled SLI, that the game thought you had a GPU with more cores in it. I didn't realise the game had to do anything special to make use of it.


You misunderstand.

Games are different than crunching apps.

SLI is meant for games. It lets the two GPUs work together so you get a better gaming experience.

However, games and crunching apps use completely different interfaces/APIs to communicate with the GPU. The game's interface is for drawing stuff on the screen, while our apps use an interface that doesn't draw on the screen. It's only used for doing calculations.

The interface we use gets turned off when SLI is enabled, so it's literally impossible to use SLI for crunching.

An app can still use more than one GPU, but it can't use SLI, so the GPUs can't share data directly. This limits its usefulness for some/many/most applications. And as I said originally, you would have to write the app specifically to use multiple GPUs.

I'm not a video game programmer, so I don't know if you have to write games specifically to make use of SLI or if it just "works".
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Message 146283 - Posted: 7 Dec 2020 | 16:37:10 UTC

FWIW, here is the stderr output from a moo tasks running on two GPUs. Not sure how long it will stick around, so look quickly.

https://moowrap.net/result.php?resultid=124376635
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321 LLR Bronze: Earned 10,000 credits (93,657)Cullen LLR Silver: Earned 100,000 credits (174,114)ESP LLR Bronze: Earned 10,000 credits (39,951)Generalized Cullen/Woodall LLR Bronze: Earned 10,000 credits (19,640)PPS LLR Bronze: Earned 10,000 credits (18,098)PSP LLR Silver: Earned 100,000 credits (186,004)SoB LLR Gold: Earned 500,000 credits (997,363)SR5 LLR Bronze: Earned 10,000 credits (27,810)SGS LLR Bronze: Earned 10,000 credits (17,894)TRP LLR Bronze: Earned 10,000 credits (40,997)Woodall LLR Silver: Earned 100,000 credits (239,744)321 Sieve Bronze: Earned 10,000 credits (30,838)PPS Sieve Ruby: Earned 2,000,000 credits (2,132,216)Sierpinski (ESP/PSP/SoB) Sieve (suspended) Bronze: Earned 10,000 credits (16,965)TRP Sieve (suspended) Bronze: Earned 10,000 credits (14,492)AP 26/27 Bronze: Earned 10,000 credits (33,639)GFN Jade: Earned 10,000,000 credits (10,918,649)
Message 146284 - Posted: 7 Dec 2020 | 16:38:30 UTC - in response to Message 146278.

Not only would using SLI not be helpful, but you literally can not use it for crunching. If you enable SLI, the apps can’t see the GPUs at all and can’t run.

Ah, I assumed when you enabled SLI, that the game thought you had a GPU with more cores in it. I didn't realise the game had to do anything special to make use of it.


You misunderstand.

Games are different than crunching apps.

SLI is meant for games. It lets the two GPUs work together so you get a better gaming experience.

However, games and crunching apps use completely different interfaces/APIs to communicate with the GPU. The game's interface is for drawing stuff on the screen, while our apps use an interface that doesn't draw on the screen. It's only used for doing calculations.

The interface we use gets turned off when SLI is enabled, so it's literally impossible to use SLI for crunching.

An app can still use more than one GPU, but it can't use SLI, so the GPUs can't share data directly. This limits its usefulness for some/many/most applications. And as I said originally, you would have to write the app specifically to use multiple GPUs.

I'm not a video game programmer, so I don't know if you have to write games specifically to make use of SLI or if it just "works".
I assumed that at some point the game does some physics, to calculate your character jumping and falling, the trajectory of a bullet, etc. And that uses the same stuff as Boinc? Or does the game access each GPU individually for that part?

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321 LLR Bronze: Earned 10,000 credits (93,657)Cullen LLR Silver: Earned 100,000 credits (174,114)ESP LLR Bronze: Earned 10,000 credits (39,951)Generalized Cullen/Woodall LLR Bronze: Earned 10,000 credits (19,640)PPS LLR Bronze: Earned 10,000 credits (18,098)PSP LLR Silver: Earned 100,000 credits (186,004)SoB LLR Gold: Earned 500,000 credits (997,363)SR5 LLR Bronze: Earned 10,000 credits (27,810)SGS LLR Bronze: Earned 10,000 credits (17,894)TRP LLR Bronze: Earned 10,000 credits (40,997)Woodall LLR Silver: Earned 100,000 credits (239,744)321 Sieve Bronze: Earned 10,000 credits (30,838)PPS Sieve Ruby: Earned 2,000,000 credits (2,132,216)Sierpinski (ESP/PSP/SoB) Sieve (suspended) Bronze: Earned 10,000 credits (16,965)TRP Sieve (suspended) Bronze: Earned 10,000 credits (14,492)AP 26/27 Bronze: Earned 10,000 credits (33,639)GFN Jade: Earned 10,000,000 credits (10,918,649)
Message 146286 - Posted: 7 Dec 2020 | 16:42:28 UTC - in response to Message 146276.

Moo! runs a single task across multiple GPUs. They do RC5-72 for distributed.net, in a BOINC wrapper.
Has this been specifically written to do so then? It seems Boinc doesn't have this ability built in. What do you see in Boinc Manager / Boinctasks when you do this?


Standard BOINC client. Not sure what was done inside the wrapper of the task. Here are a couple of screen shots, from both boincmgr and boinctasks.





Ah, I've never seen "+2NV" in Boinctasks before. I guess the WU is just written that way, the same as some tasks are written to use more than 1 CPU core. I assume the CPU controls everything, and just passes half the calculations to each GPU. Sounds like it should be something easy to implement in any project. Not necessary for something like Einstein (who have said they have no plans to do it), since their work units last about half an hour, but the genefer extremes could get done a lot quicker for people with multiple graphics cards.

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Found 5 primes in the 2021 Tour de PrimesFound 5 mega primes in the 2021 Tour de PrimesThe "Shut up already!" badge:  This loud mouth has mansplained on the forums over 10 thousand times!  Sheesh!!!Discovered the World's First GFN-19 prime!!!Discovered 6 mega primesFound 1 prime in the 2018 Tour de PrimesFound 1 prime in the 2019 Tour de PrimesFound 1 prime in the 2020 Tour de Primes321 LLR Ruby: Earned 2,000,000 credits (2,822,730)Cullen LLR Ruby: Earned 2,000,000 credits (3,624,591)ESP LLR Turquoise: Earned 5,000,000 credits (5,021,269)Generalized Cullen/Woodall LLR Ruby: Earned 2,000,000 credits (2,145,754)PPS LLR Jade: Earned 10,000,000 credits (16,008,485)PSP LLR Turquoise: Earned 5,000,000 credits (5,197,957)SoB LLR Sapphire: Earned 20,000,000 credits (34,291,181)SR5 LLR Jade: Earned 10,000,000 credits (10,007,110)SGS LLR Ruby: Earned 2,000,000 credits (3,252,256)TRP LLR Turquoise: Earned 5,000,000 credits (5,084,329)Woodall LLR Ruby: Earned 2,000,000 credits (2,911,985)321 Sieve Jade: Earned 10,000,000 credits (10,061,196)Cullen/Woodall Sieve (suspended) Ruby: Earned 2,000,000 credits (4,922,111)Generalized Cullen/Woodall Sieve (suspended) Turquoise: Earned 5,000,000 credits (5,059,304)PPS Sieve Sapphire: Earned 20,000,000 credits (22,885,121)Sierpinski (ESP/PSP/SoB) Sieve (suspended) Amethyst: Earned 1,000,000 credits (1,035,522)TRP Sieve (suspended) Ruby: Earned 2,000,000 credits (2,051,121)AP 26/27 Jade: Earned 10,000,000 credits (10,118,303)GFN Emerald: Earned 50,000,000 credits (76,771,161)PSA Jade: Earned 10,000,000 credits (12,445,029)
Message 146288 - Posted: 7 Dec 2020 | 16:48:03 UTC - in response to Message 146284.

Not only would using SLI not be helpful, but you literally can not use it for crunching. If you enable SLI, the apps can’t see the GPUs at all and can’t run.

Ah, I assumed when you enabled SLI, that the game thought you had a GPU with more cores in it. I didn't realise the game had to do anything special to make use of it.


You misunderstand.

Games are different than crunching apps.

SLI is meant for games. It lets the two GPUs work together so you get a better gaming experience.

However, games and crunching apps use completely different interfaces/APIs to communicate with the GPU. The game's interface is for drawing stuff on the screen, while our apps use an interface that doesn't draw on the screen. It's only used for doing calculations.

The interface we use gets turned off when SLI is enabled, so it's literally impossible to use SLI for crunching.

An app can still use more than one GPU, but it can't use SLI, so the GPUs can't share data directly. This limits its usefulness for some/many/most applications. And as I said originally, you would have to write the app specifically to use multiple GPUs.

I'm not a video game programmer, so I don't know if you have to write games specifically to make use of SLI or if it just "works".
I assumed that at some point the game does some physics, to calculate your character jumping and falling, the trajectory of a bullet, etc. And that uses the same stuff as Boinc? Or does the game access each GPU individually for that part?


What part of "I'm not a video game programmer" isn't clear?
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Message 146291 - Posted: 7 Dec 2020 | 16:52:44 UTC - in response to Message 146288.
Last modified: 7 Dec 2020 | 16:53:51 UTC

Not only would using SLI not be helpful, but you literally can not use it for crunching. If you enable SLI, the apps can’t see the GPUs at all and can’t run.

Ah, I assumed when you enabled SLI, that the game thought you had a GPU with more cores in it. I didn't realise the game had to do anything special to make use of it.


You misunderstand.

Games are different than crunching apps.

SLI is meant for games. It lets the two GPUs work together so you get a better gaming experience.

However, games and crunching apps use completely different interfaces/APIs to communicate with the GPU. The game's interface is for drawing stuff on the screen, while our apps use an interface that doesn't draw on the screen. It's only used for doing calculations.

The interface we use gets turned off when SLI is enabled, so it's literally impossible to use SLI for crunching.

An app can still use more than one GPU, but it can't use SLI, so the GPUs can't share data directly. This limits its usefulness for some/many/most applications. And as I said originally, you would have to write the app specifically to use multiple GPUs.

I'm not a video game programmer, so I don't know if you have to write games specifically to make use of SLI or if it just "works".
I assumed that at some point the game does some physics, to calculate your character jumping and falling, the trajectory of a bullet, etc. And that uses the same stuff as Boinc? Or does the game access each GPU individually for that part?


What part of "I'm not a video game programmer" isn't clear?
Well you can let someone else answer that part, this is a public forum :-P

Anyway, time for me to go play Fallout 4. And no I haven't even programmed a mod for it. sorry, but one of the genefer extremes will be halted for the rest of the evening.

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Message 146300 - Posted: 7 Dec 2020 | 18:05:16 UTC - in response to Message 146274.


So am I running my 24 core work units slower than I should on my dual 12 core xeons? Would it even be clever enough to run two 12 core units on seperate CPUs?

yes, although even 12 core units may not be fastest, you need to test it.
I've seen people running tasks on a threadripper using 24 cores that end up slower than my 3700x running on 8.

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Message 146301 - Posted: 7 Dec 2020 | 18:10:45 UTC

Moo!Wrapper makes use of the distributed.net client within the BOINC wrapper.
The dnetc client can divide the multiple packets of work between multiple GPUs, just like the dnetc client can divide the work between multiple CPUs - and can in fact mix GPUs and CPUs, but Moo!Wrapper doesn't make use of this (quite sensibly IMHO).
The BOINC client only knows that it uses multiple GPUs for scheduling purposes - it handles the task as a single process.
In summary, the dnetc client is a complete and fully featured client, rather than just a wrapper.

So expecting BOINC to manage this generically is probably not realistic.
And expecting other project wrappers to implement this is also not realistic IMHO.
Especially since it would be an almost identical outcome to just run 2x single GPU tasks and BOINC and the project apps can already do this.
A lot of effort and complexity for virtually no gain.
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Message 146305 - Posted: 7 Dec 2020 | 18:45:10 UTC

To be clear, I was not advocating that PG should do this. Only that it was technically possible using BOINC.
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Message 146306 - Posted: 7 Dec 2020 | 18:46:47 UTC - in response to Message 146305.

Understood :-)
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Message 146314 - Posted: 7 Dec 2020 | 21:06:49 UTC - in response to Message 146283.

FWIW, here is the stderr output from a moo tasks running on two GPUs. Not sure how long it will stick around, so look quickly.

https://moowrap.net/result.php?resultid=124376635

Moo! sends you a packet containing few real distributed.net client tasks.

The distributed.client can use multiple GPUs in single instance, it's not difficult - each GPU is handled by own thread/subprocess. But each GPU is running its own, independent task from input buffer.

Note that at end of the input buffer client have to wait for slowest GPU to finish it's task, and another GPU is idle. So this is a not a most efficient way to run things.

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Discovered 1 mega prime321 LLR Ruby: Earned 2,000,000 credits (2,038,739)Cullen LLR Ruby: Earned 2,000,000 credits (2,074,615)ESP LLR Ruby: Earned 2,000,000 credits (2,013,823)Generalized Cullen/Woodall LLR Ruby: Earned 2,000,000 credits (2,142,353)PPS LLR Turquoise: Earned 5,000,000 credits (5,225,319)PSP LLR Ruby: Earned 2,000,000 credits (2,049,284)SoB LLR Ruby: Earned 2,000,000 credits (2,700,268)SR5 LLR Ruby: Earned 2,000,000 credits (2,053,250)SGS LLR Turquoise: Earned 5,000,000 credits (5,147,768)TRP LLR Ruby: Earned 2,000,000 credits (2,025,737)Woodall LLR Ruby: Earned 2,000,000 credits (2,014,811)321 Sieve Sapphire: Earned 20,000,000 credits (23,770,672)Cullen/Woodall Sieve (suspended) Gold: Earned 500,000 credits (944,431)Generalized Cullen/Woodall Sieve (suspended) Sapphire: Earned 20,000,000 credits (20,813,253)PPS Sieve Double Silver: Earned 200,000,000 credits (339,665,412)Sierpinski (ESP/PSP/SoB) Sieve (suspended) Ruby: Earned 2,000,000 credits (2,446,797)AP 26/27 Sapphire: Earned 20,000,000 credits (33,140,471)GFN Sapphire: Earned 20,000,000 credits (42,696,054)PSA Sapphire: Earned 20,000,000 credits (20,457,430)
Message 146432 - Posted: 9 Dec 2020 | 12:11:58 UTC - in response to Message 146305.

To be clear, I was not advocating that PG should do this. Only that it was technically possible using BOINC.


Are both gpu's the same in the machine?

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Message 146439 - Posted: 9 Dec 2020 | 14:38:00 UTC - in response to Message 146432.

To be clear, I was not advocating that PG should do this. Only that it was technically possible using BOINC.


Are both gpu's the same in the machine?

In the one I sent the link to? Yes. Both 1660 Tis. But they don't have to be the same at Moo!

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321 LLR Bronze: Earned 10,000 credits (93,657)Cullen LLR Silver: Earned 100,000 credits (174,114)ESP LLR Bronze: Earned 10,000 credits (39,951)Generalized Cullen/Woodall LLR Bronze: Earned 10,000 credits (19,640)PPS LLR Bronze: Earned 10,000 credits (18,098)PSP LLR Silver: Earned 100,000 credits (186,004)SoB LLR Gold: Earned 500,000 credits (997,363)SR5 LLR Bronze: Earned 10,000 credits (27,810)SGS LLR Bronze: Earned 10,000 credits (17,894)TRP LLR Bronze: Earned 10,000 credits (40,997)Woodall LLR Silver: Earned 100,000 credits (239,744)321 Sieve Bronze: Earned 10,000 credits (30,838)PPS Sieve Ruby: Earned 2,000,000 credits (2,132,216)Sierpinski (ESP/PSP/SoB) Sieve (suspended) Bronze: Earned 10,000 credits (16,965)TRP Sieve (suspended) Bronze: Earned 10,000 credits (14,492)AP 26/27 Bronze: Earned 10,000 credits (33,639)GFN Jade: Earned 10,000,000 credits (10,918,649)
Message 146448 - Posted: 9 Dec 2020 | 16:58:13 UTC - in response to Message 146301.

Moo!Wrapper makes use of the distributed.net client within the BOINC wrapper.
The dnetc client can divide the multiple packets of work between multiple GPUs, just like the dnetc client can divide the work between multiple CPUs - and can in fact mix GPUs and CPUs, but Moo!Wrapper doesn't make use of this (quite sensibly IMHO).
The BOINC client only knows that it uses multiple GPUs for scheduling purposes - it handles the task as a single process.
In summary, the dnetc client is a complete and fully featured client, rather than just a wrapper.

So expecting BOINC to manage this generically is probably not realistic.
And expecting other project wrappers to implement this is also not realistic IMHO.
Especially since it would be an almost identical outcome to just run 2x single GPU tasks and BOINC and the project apps can already do this.
A lot of effort and complexity for virtually no gain.

The only gain I was thinking of was making the huge genefer extreme tasks finish in a more reasonable time. But I guess they're not in a hurry like some Biology projects are.

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Message 146449 - Posted: 9 Dec 2020 | 17:00:09 UTC - in response to Message 146314.

FWIW, here is the stderr output from a moo tasks running on two GPUs. Not sure how long it will stick around, so look quickly.

https://moowrap.net/result.php?resultid=124376635

Moo! sends you a packet containing few real distributed.net client tasks.

The distributed.client can use multiple GPUs in single instance, it's not difficult - each GPU is handled by own thread/subprocess. But each GPU is running its own, independent task from input buffer.

Note that at end of the input buffer client have to wait for slowest GPU to finish it's task, and another GPU is idle. So this is a not a most efficient way to run things.

Only if the next pair of calculations depend on the previous ones. If the packet contains 8 pieces of work that don't need the answer from any others, then one GPU can get on with the next one.

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Message 146452 - Posted: 9 Dec 2020 | 18:29:17 UTC - in response to Message 146448.
Last modified: 9 Dec 2020 | 18:30:06 UTC

The only gain I was thinking of was making the huge genefer extreme tasks finish in a more reasonable time. But I guess they're not in a hurry like some Biology projects are.
Everything that increases total throughput is certainly welcome on PG, I guess.

But in GPU case it might run one task quicker, but unless it takes less than 50% of the time a single-GPU task takes, it will not increase throughput. If you finish a GFN extreme task on one GPU in 3 days, you finish 2 tasks every three days on your 2-GPU-system. If running one task on two GPUs simultaneously makes it finish in 1.5 days you still finish 2 tasks every three days.

And from the answers here I assume it will take more than 1.5 days, thus effectively decreasing throughput.

The only reason why many LLR2 tasks here are run multithreaded is due to limited L3 cache as far as I know. Otherwise single-threading is almost always faster in terms of total throughput.
____________
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Message 146495 - Posted: 10 Dec 2020 | 18:44:44 UTC - in response to Message 146452.

The only gain I was thinking of was making the huge genefer extreme tasks finish in a more reasonable time. But I guess they're not in a hurry like some Biology projects are.
Everything that increases total throughput is certainly welcome on PG, I guess.

But in GPU case it might run one task quicker, but unless it takes less than 50% of the time a single-GPU task takes, it will not increase throughput. If you finish a GFN extreme task on one GPU in 3 days, you finish 2 tasks every three days on your 2-GPU-system. If running one task on two GPUs simultaneously makes it finish in 1.5 days you still finish 2 tasks every three days.

True, although it might reduce the number of aborted tasks when people think they're taking too long. I've looked at some of my genefer extreme and genefer 22 tasks to see if they're still waiting to be verified, and found they've been handed out up to 10 times!

The only reason why many LLR2 tasks here are run multithreaded is due to limited L3 cache as far as I know. Otherwise single-threading is almost always faster in terms of total throughput.

I was going to ask about that. I can't be sure I've done one or not, but there are some subprojects listed in preferences which "support MT but don't recommend it" - so why aren't they handed out as single threaded tasks? It's not as though I as a user can choose to run those and only those as single threads, I can only change the global setting for how many threads, unless I fiddle in app_config.

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Message 146509 - Posted: 11 Dec 2020 | 0:30:06 UTC - in response to Message 146495.

the "don't recommend" aspect is good general advice, but not necessarily cast in stone.
e.g. SGS tasks are usually not worth multi-threading - massively reduced throughput.
whereas, i have one 4 core machine with 3MB cache that actually works best doing 2x 2-thread tasks.
But although it's in the minority, it doesn't need to be prohibited.
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Message 146511 - Posted: 11 Dec 2020 | 0:33:07 UTC - in response to Message 146439.

To be clear, I was not advocating that PG should do this. Only that it was technically possible using BOINC.


Are both gpu's the same in the machine?

In the one I sent the link to? Yes. Both 1660 Tis. But they don't have to be the same at Moo!


Thanks!!

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Message 146552 - Posted: 11 Dec 2020 | 18:12:28 UTC - in response to Message 146495.

True, although it might reduce the number of aborted tasks when people think they're taking too long. I've looked at some of my genefer extreme and genefer 22 tasks to see if they're still waiting to be verified, and found they've been handed out up to 10 times

That's true, but the number of people with two GPUs is very small and only a small percentage of these (I guess) will be so impatient that they sacrifice throughput. So coding an MT version of GPU apps just for a handful - if at all - people, doesn't make sense.

For your other question, I only ever run one subproject per computer, so I don't mind. Also the number of cases where it might matter, is small, I guess. Only when running SGS along with a MT subproject, you will run into this. And in that case, why not just run the MT project on all cores?
____________
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Message 146557 - Posted: 11 Dec 2020 | 18:46:00 UTC

This thread has run its course.

For PrimeGrid apps, this isn't possible, so the definitive, authoritative answer is,"no."


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Message boards : Number crunching : Can I run 1 WU across multiple GPUs?

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