Why gpu is faster than cpu




















Unlike a CPU, a GPU can reduce memory subsystem load by dynamically changing the number of available registers from 64 to per thread. Several hardware modules of GPU enable concurrent execution of entirely different tasks. Overclocking may cause a reset of settings mostly CPU , inconsistent behavior, or crash without any actual damage to the video card. Though heat and voltage can impact the card, modern GPUs are smart enough to either shut down or throttle to prevent damage.

As the best solution, you can perform all processing on the GPU within a single task. You can copy the source data either once or asynchronously to the GPU and return the computation results to the CPU at the end. CPUs have large and broad instruction sets, managing every input and output of a computer, which a GPU cannot do.

In a server environment, there might be 24 to 48 very fast CPU cores. Adding 4 to 8 GPUs to this same server can provide as many as 40, additional cores.

While individual CPU cores are faster as measured by CPU clock speed and smarter than individual GPU cores as measured by available instruction sets , the sheer number of GPU cores and the massive amount of parallelism that they offer more than make up the single-core clock speed difference and limited instruction sets. Therefore, such an algorithm running on an core processor is memory-bound.

This is despite the fact that at the lower level it is balanced. Now we consider the same algorithm when implemented on the GPU. It is immediately clear that the GPU has a less balanced architecture at the SM level with a bias to computing. For the Turing architecture, the ratio of the speed of arithmetic operations in float to the load throughput from shared memory is , for the Ampere architecture this is This allows us to balance the algorithm even for Ampere. And at the shared memory level, the implementation remains compute-bound.

That is, for the GPU, the high-level filtering algorithm is memory-bound. As the window size grows, the algorithm becomes more complex and shifts towards compute-bound accordingly. Most image processing algorithms are memory-bound at the global memory level. And since the global memory bandwidth of the GPU is in many cases an order of magnitude greater than that of the CPU, this provides a comparable performance gain.

One such instruction allows you to perform several similar operations on a data vector. The advantage of this approach is that it increases performance without significantly modifying the instruction pipeline.

The disadvantage of this approach is the complexity of programming. The main approach to SIMD programming is to use intrinsic. Intrinsic are built-in compiler functions that contain one or more SIMD instructions, plus instructions for preparing parameters.

Intrinsic forms a low-level language very close to assembler, which is extremely difficult to use. In addition, for each instruction set, each compiler has its own Intrinsic set. As soon as a new set of instructions comes out, we need to rewrite everything. If we switch to a new platform from x86 to ARM you need to rewrite all the software. If we start using another compiler - again, we need to rewrite the software.

A single instruction is executed synchronously in multiple threads. This approach can be considered as a further development of SIMD.

The scalar software model hides the vector essence of the hardware, automating and simplifying many operations. CPU and GPU have different ways to solve the issue of instruction latency when executing them on the pipeline.

The instruction latency is how many clock cycles the next instruction wait for the result of the previous one. For example, if the latency of an instruction is 3 and the CPU can run 4 such instructions per clock cycle, then in 3 clock cycles the processor can run 2 dependent instructions or 12 independent ones.

To avoid pipeline stalling, all modern processors use out-of-order execution. In this case, the processor analyzes data dependencies between instructions in out-of-order window and runs independent instructions out of the program order. The GPU uses a different approach which is based on multithreading. The GPU has a pool of threads.

Each clock cycle, one thread is selected and one instruction is chosen from that thread, then that instruction is sent for execution. On the next clock cycle, the next thread is selected, and so on. After one instruction has been run from all the threads in the pool, GPU returns to the first thread, and so on.

This approach allows us to hide the latency of dependent instructions by executing instructions from other threads. When programming the GPU, we have to distinguish two levels of threads. The first level of threads is responsible for SIMT generation. SM for Turing is known to support threads. This number is divided into 32 real threads, within which SIMT execution is organized.

Real threads can execute different instructions at the same time, unlike SIMT. Thus, the Turing streaming multiprocessor is a vector machine with a vector size of 32 and 32 independent real threads. Contact Form. Switching between tasks is quite slow, because your CPU has to store registers and state variables, flush cache memory and do other types of clean up activities.

Though modern CPU processors try to facilitate this issue with task state segments which lower multi-task latency, context switching is still an expensive procedure. The notion that the number of transistors per square inch on an integrated circuit doubles every two years may be coming to an end. There is a limit to how many transistors you can fit on a piece of silicon, and you just cannot outsmart Physics.

Rather, engineers have been trying to increase computing efficiency with the help of distributed computing, as well experimenting with quantum computers and even trying to find a silicon replacement for CPU manufacturing. GPU cores also have less diverse, but more specialized instruction sets. This is not necessarily a bad thing, since GPUs are very efficient for a small set of specific tasks.

GPUs are also limited by the maximum amount of memory they can have. Unfortunately, they are both renowned for being hard to debug.



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