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
- Monitor GPU Usage: Use
nvidia-smior GPU monitoring tools - Measure Sustained Load: Should be 70-80% continuous
- Check for Errors: Reduced errors from load spikes
- Benchmark Performance: Compare before/after throughput
- Stress Test: Run extended tests to verify stability
Next Steps
- ✅ Increase work group size (32×32)
- ✅ Pipeline iterations
- ✅ Pre-bind resources
- ✅ Optimize memory access
- ⏳ Test and measure GPU utilization
- ⏳ Fine-tune work group sizes
- ⏳ Implement parallel compute shaders
- ⏳ Add async execution