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GPU Optimization Analysis: Improving from 10% to 80%+ Utilization

GPU Optimization Analysis: Improving from 10% to 80%+ Utilization

Problem Identified

The current implementation shows:

  • Continuous GPU usage: ~10%
  • Spikes to 100% causing potential errors
  • Wasted capacity that can be exploited with proper shader optimization

Root Causes

1. Work Group Size Too Small

  • Current: 16×16 = 256 threads per work group
  • Problem: Not enough parallelism to keep GPU busy
  • Solution: Increase to 32×32 = 1024 threads per work group

2. Sequential Iteration Execution

  • Current: Each iteration waits for previous to complete
  • Problem: GPU sits idle between iterations
  • Solution: Pipeline iterations, dispatch all work without waiting

3. Excessive Synchronization

  • Current: ctx.finish() after each operation
  • Problem: Forces GPU to wait, breaks parallelism
  • Solution: Only synchronize when absolutely necessary

4. Memory Access Patterns

  • Current: Random memory access in neighborhood loops
  • Problem: Poor memory coalescing, cache misses
  • Solution: Optimize access patterns for better coalescing

5. State Changes Between Iterations

  • Current: Re-binding textures and uniforms each iteration
  • Problem: Overhead from state changes
  • Solution: Pre-bind once, reuse across iterations

Optimizations Applied

1. Increased Work Group Size

// Before: layout(local_size_x = 16, local_size_y = 16)
// After:  layout(local_size_x = 32, local_size_y = 32)
  • Impact: 4x more threads per work group
  • Benefit: Better GPU occupancy, more parallelism

2. Pipelined Iterations

# Before: Wait for each iteration
for i in range(iterations):
    dispatch()
    ctx.finish()  # Wait

# After: Pipeline all iterations
for i in range(iterations):
    dispatch()  # Don't wait
ctx.finish()  # Only at end
  • Impact: GPU can work on multiple iterations simultaneously
  • Benefit: Better utilization, reduced idle time

3. Pre-binding Resources

# Before: Re-bind each iteration
for i in range(iterations):
    bind_textures()
    set_uniforms()
    dispatch()

# After: Bind once, reuse
bind_textures()  # Once
set_uniforms()   # Once
for i in range(iterations):
    dispatch()
  • Impact: Reduced state change overhead
  • Benefit: Faster dispatch, less CPU-GPU communication

4. Optimized Memory Access

// Better memory coalescing by processing rows
for (int dy = -2; dy <= 2; dy++) {
    int y = coord.y + dy;
    if (y < 0 || y >= u_grid_size.y) continue;
    
    // Process row - threads access adjacent memory
    for (int dx = -2; dx <= 2; dx++) {
        // Coalesced access
    }
}
  • Impact: Better memory bandwidth utilization
  • Benefit: Reduced cache misses, faster memory access

Expected Improvements

GPU Utilization

  • Before: ~10% continuous, 100% spikes
  • After: 70-80% continuous, smoother load
  • Target: 80%+ sustained utilization

Performance

  • Before: Picos causan errores, bajo throughput
  • After: Carga más uniforme, mayor throughput
  • Expected: 5-10x improvement in sustained performance

Stability

  • Before: Picos del 100% causan errores
  • After: Carga más uniforme, menos errores
  • Benefit: Más estable, mejor para producción

Additional Optimizations to Consider

1. Multiple Compute Shaders in Parallel

  • Run evolution, learning, and metrics simultaneously
  • Use different compute shader programs concurrently
  • Potential: 2-3x additional improvement

2. Texture Arrays for Batch Processing

  • Process multiple networks simultaneously
  • Better memory utilization
  • Potential: Scale to multiple networks

3. Async Execution

  • Remove all ctx.finish() calls except when reading results
  • Use GPU command queue more efficiently
  • Potential: Additional 20-30% improvement

4. Work Group Size Tuning

  • Test different work group sizes (16×16, 32×32, 64×64)
  • Find optimal for RTX 3090 architecture
  • Potential: Additional 10-20% improvement

Testing Recommendations

  1. Monitor GPU Usage: Use nvidia-smi or GPU monitoring tools
  2. Measure Sustained Load: Should be 70-80% continuous
  3. Check for Errors: Reduced errors from load spikes
  4. Benchmark Performance: Compare before/after throughput
  5. Stress Test: Run extended tests to verify stability

Next Steps

  1. ✅ Increase work group size (32×32)
  2. ✅ Pipeline iterations
  3. ✅ Pre-bind resources
  4. ✅ Optimize memory access
  5. ⏳ Test and measure GPU utilization
  6. ⏳ Fine-tune work group sizes
  7. ⏳ Implement parallel compute shaders
  8. ⏳ Add async execution

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