Earlier quoted context omitted.
Thank you for explaining. I was so confused at how AMD was improving Quake performance with duck-like monikers.
Well, if it _looks_ like a high-performance texture renderer, and it _walks_ like a high-performance texture renderer...
Fp8 runs ~100 tflops faster when the kernel name has "cutlass" in it
111–120 of 176 posts
Re: Fp8 runs ~100 tflops faster when the kernel name has "cutlass" in it
#112Earlier quoted context omitted.
Why wouldn’t you just use inline assembly in that case?
There is no way to write inline SASS (assembly equivalent) for CUDA code. You can inline PTX, but PTX is a high level bytecode designed to be portable.
https://developer.nvidia.com/blog/understanding-ptx-the-asse...
Re: Fp8 runs ~100 tflops faster when the kernel name has "cutlass" in it
#113Someone really needs to learn to use `git commit --amend`. Almost 100 commits with pointless commit messages like "wip" or "x"? Be kinder to your reviewers...
Why do you care? Small commits are great for git bisect, and having to come up with a fancy message can break your flow. Code reviewers generally review a whole PR diff, not the individual commits. Fussing about commit messages smacks of prioritising aesthetics over functionality.
Re: Fp8 runs ~100 tflops faster when the kernel name has "cutlass" in it
#114Heh. Does anyone remember when almost 25 years ago ATI (AMD) caught manipulating the Quake III benchmarks by renaming the executables to ‘quack’? https://web.archive.org/web/20230929180112/https://techrepor... https://web.archive.org/web/20011108190056/https://hardocp.c... https://web.archive.org/web/20011118183932/www.3dcenter.de/a...
Every vendor does this to this day - and its a morally grey practice, drivers hijack and modify the rendering loops of popular games, fixing bugs, replacing shaders with more optimized versions, enabling faster codepaths in the driver etc. These changes are supposed to have minimal to no impact on the actual output, but sometimes vendors are really aggressive, and significantly degrade the outputs so that the game ca…
[1]: https://github.com/KhronosGroup/Vulkan-Headers/blob/main/inc...
Re: Fp8 runs ~100 tflops faster when the kernel name has "cutlass" in it
#115Heh. Does anyone remember when almost 25 years ago ATI (AMD) caught manipulating the Quake III benchmarks by renaming the executables to ‘quack’? https://web.archive.org/web/20230929180112/https://techrepor... https://web.archive.org/web/20011108190056/https://hardocp.c... https://web.archive.org/web/20011118183932/www.3dcenter.de/a...
Or Intel checking for "GenuineIntel" in ICC's output: https://en.wikipedia.org/wiki/Intel_C%2B%2B_Compiler#Support...
Re: Fp8 runs ~100 tflops faster when the kernel name has "cutlass" in it
#116https://github.com/triton-lang/triton/pull/7298#discussion_r... > By disassembly of ptxas, it is indeed hard-coded that they have logic like: strstr(kernel_name, "cutlass"). > it is likely that, this is an unstable, experimental, aggressive optimization by NVIDIA, and blindly always enabling it may produce some elusive bugs.
An optimization with a universal >=0 speedup across your entire suite of tests is a really hard thing to come by. Something is always going to have a negative speedup.
My experience is with non-Nvidia GPU systems, but this feels like a familiar situation. They probably found something that has great outcomes for one set of kernels, terrible outcomes for another, and no known reliable heuristic or modeling they could use to automatically choose.
Re: Fp8 runs ~100 tflops faster when the kernel name has "cutlass" in it
#117Earlier quoted context omitted.
what kind of AI are you using that generates shitty commit messages? This a common kind of message from Claude / Augment: Fix dynamic channel list by passing auth via metadata - Pass userId and userEmail in metadata when calling HTTP transport - AuthenticatedToolsProviderFactory now reads from context.metadata - Each tools/list request creates a fresh ToolsProvider with authentication - Execute command description no…
> - Tested locally and working correctly This is completely meaningless and just pollutes the log.
Re: Fp8 runs ~100 tflops faster when the kernel name has "cutlass" in it
#118Earlier quoted context omitted.
Or Intel checking for "GenuineIntel" in ICC's output: https://en.wikipedia.org/wiki/Intel_C%2B%2B_Compiler#Support...
Or Win 3.1 looking for whatever shibboleth was in MS-DOS and popping up a scary-looking message if it found another DOS? https://en.wikipedia.org/wiki/AARD_code
Re: Fp8 runs ~100 tflops faster when the kernel name has "cutlass" in it
#119Heh. Does anyone remember when almost 25 years ago ATI (AMD) caught manipulating the Quake III benchmarks by renaming the executables to ‘quack’? https://web.archive.org/web/20230929180112/https://techrepor... https://web.archive.org/web/20011108190056/https://hardocp.c... https://web.archive.org/web/20011118183932/www.3dcenter.de/a...
Just in case anyone else parsed that sentence the same way as me, ati detected "quake" as the executable and changed things like texture quality etc to increase benchmark performance. Some people discovered this after they renamed the executable to "quack" and the image quality improved but the benchmarks were lower, proving that the ati drivers "optimised" by reducing quality. Ati did not rename quake to quack as I…
Re: Fp8 runs ~100 tflops faster when the kernel name has "cutlass" in it
#120Earlier quoted context omitted.
Every vendor does this to this day - and its a morally grey practice, drivers hijack and modify the rendering loops of popular games, fixing bugs, replacing shaders with more optimized versions, enabling faster codepaths in the driver etc. These changes are supposed to have minimal to no impact on the actual output, but sometimes vendors are really aggressive, and significantly degrade the outputs so that the game ca…
> but sometimes vendors are really aggressive, and significantly degrade the outputs so that the game can run faster on their hardware. Do you have a source for this? I’d like to see some examples
Eg. Frostpunk has Antialiasing for transparency layers on. Slay the spire does not. I never set these settings. Nvidia literally does a lookup on first run for what they judge as best defaults and sets these appropriately.
Every single game/program you install has different options from a huge list of possible optimizations.