I feel like 64 cores is getting rather close to a tipping point: What workloads are so massively parallel that they can use 64 cores of x86 but can’t use the thousands of CUDA cores on a Quadro card? I’m sure right now there are workloads that just need particular x86 instructions, but that feels like a temporary problem. Am I wrong about that being a temporary problem (that would feel frustrating)? Are these cores j…
> What workloads are so massively parallel that they can use 64 cores of x86 but can’t use the thousands of CUDA cores on a Quadro card? Thread divergence. CUDA-cores are linked and take if-statements and for-loops together. This means that if one CUDA core takes a for-loop 1-million times, 31-other CUDA cores will take the 1-million loop with them. (32-cores per NVidia SM). EDIT: CUDA keeps things semantically corre…
Many other replies speak of the difference between “GPU” and “CPU” without describing it—it’s thread divergence. Processing stream-like data (network streams; compilers and other parsers; human input devices) can branch often and unpredictably using normal algorithms. Think for example how you would tokenize JSON without branching. A single GPU core is quite slow for the general case anyway. They are mostly good at math and bitwise operations. They were able to get this way because of the assumption that there would not be thread divergence for the primary workload, i.e. matrix math on contiguous blocks of memory, which harkens back to their origin as actual Graphics Processing Units.
If thread divergence weren’t such a killer for branching programs, you could probably write anything in CUDA. It’s not very limited; you can write most anything that can be expressed in non-exotic C. A lot the work has to do with schlepping textures around, which is an artifact of the expectation that your code will run at a distance from the messy, branching, unpredictable main program state, so everything (textures, shaders, etc.) should be loaded, processed, and ready to go when it’s frame-buffer time.