Don't forget that a CPU core also implements the entire x86/x64 instruction set while a shader core is only going to implement a much smaller and simpler instruction set. This is how they fit so many more cores on a GPU die in the first place.
@freedom_aint_free Жыл бұрын
The next iteration on that discussion I believe is ASICS.
@rattlehead999 Жыл бұрын
@@freedom_aint_free Basically the more specific an integrated circuit is the more efficient it is at doing that set of specific tasks or singular task. So the most ASIC will be super fast at one thing, but won't be able to anything else. The opposite are FPGA(Field-Programmable Gate Array), which is even more general purpose than the CPUs we have. You can make it do almost everything.
@pokemettilp8872 Жыл бұрын
Unless it is a non-x86 CPU like an Arm core, x86 shouldn't always be seen as the only CPU type, Arm is on the rise
@mb00001 Жыл бұрын
But if a GPU has sufficient instructions it could be Turing complete and accomplish whatever a CPU can GPUs probably are Turing complete its just we would see more complex programming be it either in source or in the compiler
@rattlehead999 Жыл бұрын
@@pokemettilp8872 RISC-V is the most interesting.
@CjqNslXUcM Жыл бұрын
I remember when NVIDIA did this Tegra presentation and I had to cringe when they claimed they had the first 200 core (or something like that) mobile processor. They really just had a generic arm design and a GPU and added those cores up like they were equivalent.
@Hi-levels Жыл бұрын
That's nvidia shield there
@sparkyispog Жыл бұрын
Nvidia makes cpus?
@CjqNslXUcM Жыл бұрын
@@sparkyispog They made SOCs that had ARM CPUs for various phones, tablets, car infotainment systems and the Nintendo Switch.
@AndrewTSq Жыл бұрын
@@CjqNslXUcM and they still do SOC for their own computers like the Nvidia Orin which has 12 Cortex A78E cores (And a Ampere based GPU with 2048 cuda cores and 64 tensor cores)
@jaysistar2711 Жыл бұрын
@@sparkyispog Yes, they're all ARM based CPUs. That's why nVidia wanted to buy ARM. The Nintendo Switch uses an nVidia CPU. GPUs are ussually paired with their CPUs, though. I think the AMD term for that is APU (Accelerated Processing Unit), which means "A chip with a CPU and a GPU in it."
@dexterman6361 Жыл бұрын
Basically, CPUs are optimized to minimize latency, GPUs are optimized to maximize throughput (bandwidth) While at first glance they seem to imply the same thing, they do not. You could get a result from the CPU in 1ms, but only process 10 items, but a GPU can process 10,000 items in 100ms. You would expect this to mean 10,000/100 = 100 items in 1ms, but yeah that's not how GPUs work. You pay for the the high bandwidth in latency It is nuanced, but once you understand it, the difference is actually night and day. GPUs aren't also flexible. The programs you write, are "inherently" parallel. No std::thread kinda stuff. You write a scalar like program that is "automagically" parallelized, so you have to write thinking about parallel access from the get-go
@Jabjabs Жыл бұрын
This is also why GPU's can be saddled with RAM that has massive bandwidth but not so great latency. GPU work load is fairly predictable in that sense and thus the latency can be worked around.
@3333927 Жыл бұрын
Is that the reason, why a PCI-E socket with 16 lanes is way more faster than one with only 4 or 8 lanes?
@shailoism Жыл бұрын
@@3333927 Each lane provides x bandwidth so more lanes is more bandwidth. Latency is still the same however.
@JorgetePanete Жыл бұрын
@@Jabjabs GPUs*
@CyberneticArgumentCreator Жыл бұрын
Better analogy - CPUs are surface streets, GPUs are the express lane. You can travel much faster in the express lane but it only goes one direction. You can head anywhere in the city on surface streets or turn around at any point, but you can't go as fast.
@linnaea_lavia Жыл бұрын
4:38 former maintainer of Intel's OpenCL driver for Linux here, on Intel the Y branch threads would execute after the X branch has finished(reached the "else" statement) and block the X branch threads until the end of the if/else. I'm not familiar with Nvidia but I think they do the same. Also with AVX512 the line seems to be blurring somewhat, AVX512 has the same lane masking capability just like Intel's GPU ISA.
@hansisbrucker813 Жыл бұрын
Are SIMD on cpu like avx512 comparable to GPGPU these days or are they completely different beasts?
@linnaea_lavia Жыл бұрын
@@hansisbrucker813 compilers have been pretty good at hiding the architectural differences between CPU with SIMD and GPU, even before the execution mask introduced with AVX512 the difference from an application programmer's perspective should be very small. There are still differences, like with Intel's iGPU you can do some weird stuff with its registers, like "treat r2 and r3 like one register, take every second element, add the first element of r4, widen the result, and store to r5/r6 as if it's one single register" which with AVX512 you need multiple instructions to align the lanes before doing the addition.
@hansisbrucker813 Жыл бұрын
@@linnaea_lavia neat
@mathewmarkel5056 Жыл бұрын
Thanks for help on Linux
@ThePortuguesePlayer Жыл бұрын
Man, I'm still waiting for the Linux drivers for the Intel N2600's GPU, the GMA 3600 (PowerVR SGX545). Those drivers were only made for Win7 x86, nothing else has hardware acceleration for video or 3D. It's like the GPU does not exist for the OS. No driver ever came. What happened? This laptop is a paperweight without them, as I can't even watch a locally stored sub-VGA res video on it.
@Maxim_Espada Жыл бұрын
4090 has 83 TFLOPs. It’s the 4080 that has the 49.
@Kynareth6 Жыл бұрын
And doesn't the 13900K have 1 TFLOPs?
@redcat7121 Жыл бұрын
@@Kynareth6 that's a thing?
@marmite2956 Жыл бұрын
TFlops don't mean anything for performance in games, because this is what were talking about here, there's many GPU's like the Titan V which has 110 TFLOPS but is no better than a 2080ti which has 14, also many GPU's that have less than that still outperform lower TFLOP GPU's, don't even get the point of using that as a metric to prove how powerful something is. Especially when you put it in context of Game Performance, sure it might be better for editing or other applications but otherwise, no.
@Maxim_Espada Жыл бұрын
@@marmite2956 doesn’t matter my dude. The info presented in the video was factually incorrect in regards to the specs of the 4090. A factual error was made, corrected in the comments, and acknowledged by the OP. That’s as far as the conversation went and had to go. Functionally, the specs of the gpu don’t make any meaningful impact on the content on video.
@Justacapybara9000 Жыл бұрын
@@redcat7121 not only is it out it has always been replaced by the 13900KS
@BentonL Жыл бұрын
You should have done the mechanical layout of the a CPU vs GPU core. Its a clear the difference that way. Way more parts for the CPU core as they are very different and not even in the same realm.
@naturallyinterested7569 Жыл бұрын
This kind of parallelism is actually called Single Instruction Multiple Threads, as it is slightly different from Single Instruction Multiple Data. In fact a Warp can be Single Instruction Multiple Threads like explained in the video and process multiple pixels at once (and following every branch in unison), while every core can be Single Instruction Multiple Data and process a vec4 at a time, not just a float.
@soonts Жыл бұрын
Good video. I'd like to add that programming GPUs in a way which approaches the advertised performance is rather difficult. You have mentioned the branches, but also, they are lacking features (no call stack, no dynamic memory allocation), ideally need specific memory access patterns (search for memory coalescing, and bank conflicts), have manually managed in-core caches, and important technical info is a trade secret (like their instruction sets).
@FMHikari Жыл бұрын
My sole wish is that dedicated GPU boards get modular VRAM one day. It would be pretty great and would let older models last longer.
@circuit10 Жыл бұрын
@@FMHikari One problem with that is that it would have to be physically further from the GPU itself which would slow things down
@FMHikari Жыл бұрын
@@circuit10 Understandable. I still wish it was somewhat possible, or at least easier than reballing the memory chips.
@soonts Жыл бұрын
@@FMHikari VRAM bandwidth is about an order of magnitude higher than system RAM. Due to lower bandwidth, system RAM only consume couple watts, and these modules don’t even really need passive heatsinks. Despite hardware vendors are happy to sell modules with heatsinks, to get a few extra bucks. However, due to the much higher bandwidth, VRAM chips in modern GPUs require not just passive heatsinks, they actually need active cooling. While it’s technically possible to engineer modular VRAM which would support active cooling, I’m afraid the costs of that gonna be prohibitive. CPUs do that, but they cost hundreds of dollars, and there’s normally just a single CPU in the computer.
@circuit10 Жыл бұрын
@@FMHikari It would be good if it was possible though, especially for AI things you tend to need a lot of VRAM but Nvidia would rather sell you an expensive datacenter GPU for that
@aeureus Жыл бұрын
A great explanation. Thank you! In a base analogy, it can be taken like thus; CPUs are like 3 architect/builders. They can perform numerous amounts of complex stuff well, but they're limited in number, and therefore efficiency when complexity isn't required. GPUs are like ant colonies; not smart enough to build wonders, but there are many enough to work fast and efficiently on singular tasks.
@98danielray Жыл бұрын
Would really appreciate more videos on this style explaining these kinds of concepts
@_JohnHammond Жыл бұрын
Thumbnail is 🔥
@LowLevelTV Жыл бұрын
MY MAN
@no-one3795 Жыл бұрын
Love the video. Really interesting and pretty simple to understand.
@LowLevelTV Жыл бұрын
Awesome, thank you!
@aaron6807 Жыл бұрын
Gpu cores also run at a lower clock speed which allows stacking more of them in a small chip
@rattlehead999 Жыл бұрын
And each core(CU/SM) is very small too since it's very simple.
@KaiserTom Жыл бұрын
Clocks don't have to do with density directly. It more has to do with how deep the pipeline stages are and transistor yield and quality. Faster clocks demand that the entire pipeline stage, which can be multiple transistor "layers" deep and very wide, be completed by the next clock. You can either shorten or lengthen, narrow or widen these stages for various benefits. GPUs tend to have very wide, very deep pipeline stages which take a long time to process and guarantee data is fully through all the transistors, thus pushing clocks down on GPUs. But it gives them some amazing bandwidth energy efficiency at the expense of a bit of latency. More current gets this happening faster but produces more heat, which is another consideration, as modern computers are far more heat production limited than anything. Heat cannot escape the dies fast enough at the currents necessary for the speeds we demand and they have to be turned off 80-90% of the time. Dark silicon is still a big problem. It's also part of why low power processors aren't not that much weaker yet consume 1/10th the power.
@rattlehead999 Жыл бұрын
@@KaiserTom Clock speeds are also affected by the parasitic capacty of the transistor itself.
@hjups Жыл бұрын
@@rattlehead999 The clock speeds are typically determined after the design based on the parasitics within the manufactured die. This is also where binning comes into play, chips with higher parasitics are binned to lower clock speeds. The choice of CU/SM size is more of a tradeoff between area (to reduce die size) and pipeline latency (the shorter the pipeline, the more efficient warp switching becomes). Clock speed estimates are taken into consideration at that stage, but in a much more heuristic way that doesn't really consider parasitics (those end up affecting the design as you get closer to tapeout and perform advanced electrical simulations).
@lukas_ls Жыл бұрын
You just shouldnt call GPU FP units cores, that's just a marketing term from NVIDIA. Shaders or PF32 units would be better names for what they are. The closest thing in a NVIDIA GPU to a CPU core would be something like a SM. And there are only like 128 SMs even in the highest End GPUs.
@jennalove6755 Жыл бұрын
Ok then what is a core? Because Im betting youll argue the exact opposite for AMDs bulldozer architecture
@lukas_ls Жыл бұрын
@@jennalove6755 First of all, there is no exact definition for what a core is. Typical properties of cores are: 1. Memory is shared across cores 2. Cores can process data and instructions independently (MIMD) 3. (at least for symmetric multi processing) all cores are hierarchically equal (there is no master core that manages all other cores). 4. Each core has its own front end, Execution engine and memory interface I don't know why you're mentioning Bulldozer?
@techpriest4787 Жыл бұрын
@@jennalove6755 I guess core is the same as thread? Except with shared resources like hyper threading that can give you two threads per core.
@hjups Жыл бұрын
@@jennalove6755 It would be more appropriate to consider the CUDA Cores as FP-ALUs. Making a full comparison is tricky due to FP vs Int and FMA vs FADD. But if we compare FMA only, then one of the dual-core Bulldozer complexes would have "4 Cores", and that goes up to "8 Cores" if you include the FADD units. So really, AMD could have argued that they have at least 2x as many cores as they did (2x FMA per Int core). And yes, I would claim that each complex was 2 cores as a core is typically defined as the number of front-ends (parts that fetch instructions). This is why the appropriate comparison with a GPU is the SM == Core, and the CUDA Cores are SIMD ALUs similar to the SIMD ALU cores from SSE on x86 (or NEON on ARM).
@I.C.Weiner Жыл бұрын
@@jennalove6755 Windows has defined my bulldozer a 4 core CPU with a total of 8 logical cores.
@randomgeocacher Жыл бұрын
Great presentation! Size / yield / energy : a big clever CPU core is harder to manufacture. Scaling out CPU to the same amount of cores as in a GPU, but keeping the complexity of the CPU… you’ll get insane power draw, low yield and insane prices like super computers. One thing cut for time here: that memory architecture is very different because they are built for so different purposes. GPUs have specialized memory that shuffle a lot of memory at very wide buses; read a lot of closely aligned memory. CPU have very narrow busses (in DDR5, 2x32bit per stick). So a CPU chip can shuffle a lot of different data at the same time while GPUs are good at shuffling a lot more of the same data. So the GPU memory model is bad for running multiple different programs at the same time. So the literal hardware interfaces of the chip are built for extremely different purposes, entire different programming idea :)
@iamraihan3203 Жыл бұрын
What about cpu and gpu using same memory? Like Apple m2 max with 32 core gpu uses same memory that used as ram.
@randomgeocacher Жыл бұрын
@@iamraihan3203 sorry for late reply on something I am not an expert on M2. I imagine that being bandwidth limited is an issue for some applications because when I read about it is based on LPDDR5 DRAM. So maybe extreme gaming at max resolution and max fidelity cannot produce FPS similar to a “real” GPU with monster busses. If there is anything in m2 architecture that makes this less of an issue I don’t know about it. Just being on same chip as CPU shouldn’t make bandwidth larger than the physical RAM bandwidth. CPU having shorter latency to GPU might give some wins in specific workloads where bandwidth isn’t the limiting factor. But max graphics with tons of high resolution textures ought to break it. Similar to consoles I imagine game devs might optimize games for avoiding limits when there are few M chips with known performance. So based on my limited understanding I don’t see how PC games requiring large VRAM + bandwidth requirements could ever be ported to m2 without bottle necking earlier. As long as the graphics problem is bandwidth limited speed between RAM/VRAM to GPU chip is the limiting factor. So with a bunch of caveats; for extreme graphics you want a very fast bus between GPU chip and RAM. Apple is known for good hardware though, such as their video encoder/decoder that was leagues ahead of what NVIDIA shipped. That made a huge difference for Canon R5 footage that that Apple could accelerate but NVIDIA could not. So not all problems are about bandwidth limitations. Caveats caveats caveats :-)
@hufthenerd7135 Жыл бұрын
One thing to note. Starting with Ampere, Nvidias Cuda cores have a FPU, and a combined Int32 and FPU. They aren't completely split anymore. They did this to increase the max theoretical performance, however, there's almost never a case where some Integer calculations are being run. It's really quite interesting actually. AMD has done the same thing with Navi 31, in the Radeon 7000 series. I guess it's a way to squeeze out some extra performance without increasing die size
@jcm2606 Жыл бұрын
And also starting from Ada Lovelace (40 series), NVIDIA's SMs support on-the-fly thread reordering which basically lets them reorganise threads across multiple warps such that each thread in a warp is actively executing the same instructions on neighbouring sets of data. Where past architectures may have some threads block execution when the warp enters a branch, Ada Lovelace can detect this and reorganise these threads so that all threads in a warp are taking the same branch, while the other threads that wouldn't have taken that branch are organised into a different warp populated with other threads from other warps that _also_ wouldn't have taken that branch. Caveat with this is it seems like this is only supported with callable shader execution where one shader can invoke another on-the-fly, which I assume basically gives the GPU time to do the reordering. NVIDIA also has another optimisation up their sleeve called subwarp interleaving, which basically lets a warp dynamically switch between two branches of code whenever one of the branches encounters an instruction that would block execution anyways (such as an instruction depending on data being read from VRAM). With current architectures the entire warp would just end up stalling since the first branch is waiting on a blocking instruction to complete and the second branch is waiting on the first branch to complete, but with this optimisation the warp would be able to switch to the second branch from the first branch, execute the second branch until it also encounters a blocking instruction, then switch back to the first branch where the instruction would hopefully have access to the data it was depending on. This isn't currently available in any publicly available GPUs, but NVIDIA was testing this out on a custom Turing (20 series) GPU and saw anywhere from a 6% to a 20% improvement in raytracing workloads, which is one of the most branch-heavy workloads you could give the GPU.
@JorgetePanete Жыл бұрын
@@jcm2606 Nice info, I was interested in knowing more about this gen
@nymbusDeveloper86 Жыл бұрын
@@jcm2606 some insider information? or is it available to the general public? Take care bro, I hope this doesn't count as casually breaching classified info on a random comment on YT.
@flintfrommother3gaming Жыл бұрын
@@nymbusDeveloper86 This information is literally on 4000 series webpage
@nymbusDeveloper86 Жыл бұрын
@@flintfrommother3gaming OK
@michaelprantl1866 Жыл бұрын
I think it's useful to mention that GPUs will frequently and deliberately block on memory as the memory subsystem is geared towards throughput with little caching in the way of reducing access latency. Hence, a SM core may theoretically switch context after every warp instruction.
@StolenJoker84 Жыл бұрын
5:38 This specific design of GPU cores is also why modern GPUs tend to have multiple types of cores as well - each core type designed to handle one specific type of task.
@TheFlemishNut Жыл бұрын
You could have simplified this video so much and with less name dropping. While supporting it with a tiny spec of math to make it overall more understandable. Even still this was an overall good explenation. If anyone desires a more compact explenation read the following. The CPU has a certain amount of threads (these are comparable to hands, the more hands you have the more you can do at once). Each thread capable of handling a single operation at a time. Usually the CPU has a number of cores and they might or might not be split in two so that there are twice the threads than there are cores (two threads per core), thus doubling the amount of things that can be done at once. A CPU can handle almost any operation but only a certain amount at a time(=amount of threads). A GPU is perfect for Linear Algebra because it has many many tiny "threads*" each solving a small problem of a greater problem toghetter. Which is perfect for Lineair algebra. As Lineair Algebra is an extremely simple and easy form of math. Just takes a really long time for one person or thread to perform or calculate. For simplifications sake Lineair Algebra is just the math revolving around matrices. These are effectively 'packages' containing data. A matrix could for example give you a 3D coordinate on earth with its corresponding temperature and so on instead of having to express each property individually. Summary: CPU is like einstein, you have very few but they can do a wide range of things. GPU is like a peasant, there are many, they can do very few things. But toghetter they topple empires. If my English is broken please reply with where and what so i can correct myself.
@one-shotrailgun8713 Жыл бұрын
Your english is fine! But you misspelled "toghetter" and "Lineair" , it is supposed to be "together" and "Linear".
@tedarcher9120 Жыл бұрын
Btw you can run any directX graphics on your processor. A 13900K is about equal to a midrange card from 10 years ago, you can play CS Go on your CPU even without APU
@treelibrarian7618 Жыл бұрын
from your description, one alder-lake core (with avx512 enabled, so saphire rapids) would be equivalent to 32 cuda cores, since it can initiate 32 floating-point math ops per clock cycle. except that they can be two sets of 16-way simd, and simultaneously can perform another 4 logical ops and more memory ops at the same time, twisting and winding it's way through 2 arbitrary threads at the same time with far greater flexibility, and at a higher clock rate. so top xeon cpu's can theoretically manage >7 terraflops, as long as the memory can keep up. still 7 times slower, but much easier to design diverse code for.
@CossackHD Жыл бұрын
One CPU core can execute several instructions in parallel, this is why SMT/HyperThreading is possible. While it's a bit tricky to define boundaries of cores, one could say that a x86 core with 6 ALUs and 4 FPUs would """equal""" 4 GPU "cores" as far as throughput is considered. Otherwise x86 CPUs would be limited to "number of cores * frequency * 2" FLOPs, but instead the number is much higher (and I think CPU FLOPs are calculated by "number of cores * number of FPUs per core * frequency * 2") And then there is rabbit hole with "double purpose FPU/ALU" + FPU combo in the newer Nvidia GPUs, which essentially means that theoretical performance is anywhere between half of what you'd expect (equal number of INT and FP instructions) and what's advertised (pure FP).
@patrickvolk7031 Жыл бұрын
That branch blocking fits a GPU perfectly, because it short-circuits the computation path if the view of the object is blocked, or not in view.
@kmmertes Жыл бұрын
Warp does not come from warp-speed, but rather warp and weft in making fabric from thread.
@ummerfarooq5383 Жыл бұрын
You mean warping material into a form as in related to wrap Old English weorpan "to throw, throw away, hit with a missile," from Proto-Germanic *werpanan "to fling by turning the arm" (source also of Old Saxon werpan, Old Norse verpa "to throw," Swedish värpa "to lay eggs," Old Frisian werpa, Middle Low German and Dutch werpen, German werfen, Gothic wairpan "to throw" Also Old High German warf "warp," Old Norse varp "cast of a net". Most likely where we get the word 'wharf' where ships are moored.
@pepoCD Жыл бұрын
No idea how I found this video but I'm glad I watched it! You explained the difference between GPU and CPU cores very well and I could actually follow quite easily. You earned yourself a new sub!
@LowLevelTV Жыл бұрын
Welcome!
@zweitekonto9654 Жыл бұрын
He's pretty good at his stuff. You won't be disappointed by your decision.
@64BBernard Жыл бұрын
I do a lot of work in numerical weather prediction models, and much is now being run on GPUs. Running a simulation on a GPU is much faster than a CPU. The same goes for machine learning, such as a convolutional neural network - which is a popular way to work with large meteorological weather data to improve the accuracy of weather forecasts. Now the numerical weather prediction models are designed to work on Supercomputers, such as the Cheyenne supercomputer that the National Weather Service uses, but they can also run on your desktop computer. In fact, I run the WRF model on my I9-10850K and I'm also doing work with the Unified Forecast System (UFS), which is the next generation of numerical weather prediction model in the US. And for that I'm using my 3080. You have a very informative channel, and I will be subscribing.
@AsunaYuukiSAO3 Жыл бұрын
The Intel Core i9-10850K is a desktop processor with 10 cores, launched in July 2020.
@AsunaYuukiSAO3 Жыл бұрын
Currently, the combined processing power of NWS supercomputers is 8.4 petaflops, which is more than 10,000 times faster than the average desktop computer.
@camofelix Жыл бұрын
There's also the interesting differences between SIMD vs SIMT, and how most modern GPU's actually implement both. (Typically only for packed vectors of int4/8 or for 2*FP16)
@JorgetePanete Жыл бұрын
GPUs*
@Bunny99s Жыл бұрын
Thanks for this correct and honest answer at the very end :) Ultimatively it depends on what should be done and how it's implemented. Certain tasks can't be done efficiently on a GPU. GPUs are great for pipelining. So if you have 10 operations that have to be done in succession, it actually sets up several parallel pipeline you can pump data through them. You essentially get a fix delay which is about equal to the pipeline length but other than that the data can be pumped through at the clock speed. The worst thing that can happen to a GPU is to stall a pipeline. That's why using tons of different shaders is much worse than a few well designed ones. Though with actual CUDA cores they implement more and more concepts of a CPU into the GPU. Though in the end it's still a piece of specialized hardware for certain tasks. Yes, they can do some tasks a CPU can do as well, but are often times slower. Though for pure data crunching they are great, at least when you can adjust the algorithm for the architechture.
@bummers Жыл бұрын
The GPU cores are almost like hardware version of specialised subroutines. In fact, that is what part of the CUDA cores are for, calculation of the triangles for 3D graphics. Meanwhile, CPU are general purposed processor that can execute any of the instructional sets within its CPU family. Think of how Amiga PCs were capable of arcade like graphics and sound because it had specialised sprite and sound processors in addition to the Motorola 68000 CPUs they used. IBM PCs had only Hercules/CGA/EGA graphics card, which were really ram/register buffers with DAC circuits to flush the data from c800 to the VGA analog output. Sound wise, IBM PCs beeper speaker were limited until Yamaha OPL3 FM chip gave it midi and a few voice channels. This off loaded specialised midi, wave, DSP and other related sound processing to sound cards.
@MKR30 Жыл бұрын
4:20 as far as I remember it's not guaranteed that cores executing X will finish before Y starts. What's more Y can be executed before X
@cynodont7391 Жыл бұрын
Each NVidia warp is basically equivalent to a single CPU thread capable of executing vector instructions of size 32. A simplistic way to the estimate the sequential performance could be to divide the number of NVIDIA cores by 32. That does not work because of other major design differences with CPUs. The GPU cores are themselves grouped into SM ( Streaming Multiprocessors) designed to execute up to 32 warps in a way that is roughly similar to CPU hyperthreading but at a larger scale. Also, the individual warps are not optimized for speed. A CPU can execute simple instructions from a single thread at a rate of 1 per cycle but a GPU SM can only process the instructions of a single warp with a significant latency ; maybe 1 every 10 cycles for the simple ones to a few hundreds cycles for memory accesses. To make things worse, GPU have very little memory caches because they would be inefficient (or very expensive) when running tens of thousands of threads in parallel. Instead, GPUs rely on the principle that the memory latences between instructions are hidden by the fact that each SM is running up to 64 warps in "hyperthreading" mode (and the whole GPU may contain up to 100 SM).
@joost00719 Жыл бұрын
3:36 why is there a auto tune artifact when you say "Large"?
@StreuB1 Жыл бұрын
I love this channel. You have done a really good job with explaining concepts that are rather esoteric at times. I found the snippets of code examples overlaid for context rather interesting as well. Code examples for small processes are really helpful for people like who are beginners, understand how simple tasks are performed, and then how they can be implemented en mass to perform complex tasks. I wish someone would talk a little bit about the beginnings of embedded programming, how to get into it, and working with PLD's and understanding the building blocks of creating your first projects. Like, how to scope a programming project, how to attack it, etc. For instance, yesterday while driving home from work. My brain was occupied with the idea "Ok, assume I did not have a cmath library and only had addition. How would I perform exponent math? That was a fun little task.....first asking "Well, Brian.....what does it even mean to 'square' something?" and then the question was "Well wait.....how do I do multiplication with only addition?! I know how to do it as a person, but how does a machine do it with only addition and loops?" That was fun mental exercise. 🙂
@kylebowles9820 Жыл бұрын
Nice explanation of warp scheduling and stuff, I used those ideas a lot in my path tracer
@guilhermealveslopes Жыл бұрын
It has alaways been slower, the advantage of a gpu is not in speed (as some might think due to how it can render amazing graphics given some pipelines), but in concurrency, the sheer amount of cores with specialized functions does wonders for its specific needs.
@blendpinexus1416 Жыл бұрын
gpu shader cores from my understanding are little more complex than the first pentium cpu cores, but given modern architectural design, emphisis on massively parrallel design, and newer process nodes, you now have a massive number of relatively slow processors but with a huge number of 'threads'
@matt92hun Жыл бұрын
Would it be possible to design an (inefficient and clunky) operating system that runs on a GPU? Or make Doom run on it?
@fumoshi1 Жыл бұрын
Amazing Explanation! :) This explains why Half-Life 1 and Counter Strike 1.5 was the last games of the "Software Renderer" era , and why we can have cool graphics nowaday, even with "low end" gpus
@eleventy-seven Жыл бұрын
Halflife also supports OpenGL.
@Brad_Script8 ай бұрын
@@eleventy-seven I've read somewhere that Half-life 1 looks better with software rendering than with OpenGL.
@ddude27 Жыл бұрын
The funny thing is if I'm not mistaken that the CPU could be the component that feeds instructions to the GPU since it could be independent while the OS is still running. It's also more dynamic in terms of the operations that it can handle so it could be faster or more efficient on a different math operation than the GPU.
@Ma1ne2 Жыл бұрын
I would really enjoy some hands-on Vulkan videos in Rust or C if that is something, you would be interested in doing :)
@ymi_yugy3133 Жыл бұрын
CPUs actually include SIMD execution units and perform tasks in a similar way to GPUs. What sets GPUs apart is their fixed function hardware used for special tasks like performing raster algorithms, sampling textures and in more recent times neural network inference and ray intersection testing. We have also seen that under the right circumstances compute shaders are competitive with fixed function rasterizations and some CPUs including machine learning instructions. This makes me wonder whether someday we might go back to a unified processor, that forgoes that overhead and complicated programming model that comes with using a co-processor.
@jan_harald Жыл бұрын
makes me wonder about how much of computing you could offload to the gpu... due to current architectures you'd still need to HAVE a cpu, e.g. to handle i/o, but how much of a custom-made general OS could you have on a gpu... like not using existing systems like linux/minix/etc, but making a new one, which aims to make it possible to do similar things, but is offloading as much to gpu as possible...
@YannBOYERDev11 ай бұрын
It's not worth it, a GPU is a lot better for certain tasks than the CPU but in other tasks the CPU win by a clear margin, I don't see anyone wasting their time writing an OS designed to run on GPUs.
@anakwaboe4805 Жыл бұрын
good video, cpu also have instruction sets for simd, currently mainly avx2 and avx512
@gnrtx-3696913 күн бұрын
@@anakwaboe4805 those are vector processors though
@agdgdgwngo Жыл бұрын
@1:56 I really thought that'd happen someday. Back in the day I had a socket 939 motherboard with a slot to take an AM2 daughterboard. When GPUs started to do compute workloads and high end SSDs. Came on PCIE cards I thought it wouldn't be long before we get whole systems running on PCIE slots.
@ForgoMangi10 ай бұрын
It’s moments like these you wonder why GPU’s are more expensive than CPU’s 😢
@cryptic_daemon_ Жыл бұрын
My favorite way to tell people what a cpu is by using a restaurant analogy. The Cores are people, and the customers are incoming data, and each core/person has a task that it has to execute said task. Its the best analogy that i used to understand cpus
@IntziGG Жыл бұрын
coulden't they make those "cuda core warps" inside a regular Cpu and send only data that are surely to be instantly proccesed there from the Branch prediction straight to one warp? and so they will have some regular cores a big branch predictor that send each data set to a specific cuda core to be procceced and this might needed another controller of some sort in the cpu as well to check for the size of the specific branch to determine it's best route if it's mathematical determined time is smaller on the cuda cores you give it there and if it's smaller on the regular core you send it there.
@IntziGG Жыл бұрын
So a cpu like 8 core 16 thread with another 1000 cuda cores could do mathematics faster than both cpu and gpu at every aspect
@AngDeLuca Жыл бұрын
Awesome work. Can you do a video on CPU security features like pointer authentication?
@capability-snob Жыл бұрын
The internet really needs a well-researched video on capability hardware. There's a good book on the subject but it only covers mainframes, and nothing after the 80s. I get that CHERI (including ARM Morello) is the big thing now, but the intel i960 was absolute perfection.
@gabrielbarrantes6946 Жыл бұрын
Saying that isn't fair is not close enough... Gpus and CPUs are just two totally different things, is like comparing a car with a truck...
@MrHaggyy Жыл бұрын
And it's not only the core, but the bus that connects the relevant data source and sinks. A GPU would be something like a 64-lane highway full of trucks (VRAM) with only a handful of individual destinations it can reach. That's because a GPU has a reduced instruction set with copy-pasted circuits per lane. A CPU on the other hand would be a large city with maybe a 4 or 8 lane highway (Cache). From any lane you take into the CPU you can reach more or less any destination register in that CPU.
@ted_van_loon Жыл бұрын
and what about ARM and RISC-V. both are similar to CPU units but can be a lot smaller and more efficient meaning you can easily stack many of them together. for arm they already could fit thousands of them in a single cpu around 10 years ago. back then that didn't really kick of since things Like VM's on servers or multiple clients/servers hosted on one server wheren't really a thing yet, and multithreading wasn't really a thing yet either since both of them where more a exception rather than a standard. but right now something like that might start to make more sense. especially when combined with big little, so you have one or a few big cores for old legacy code or things that somehow need high clockspeed of for handling some of the smaller ones kind of dividing instructions. and then you have thousands of general CPU cores from a more modern Instruction set like ARM or RISC-V to do all the things that can run on multiple threads rather than relying solely on a high clockspeed. FPGA would be something nice in computers as well, but they would be more comparable to a gpu, the only difference is much higer efficiency, and self changing. adding a FPGA and either some software or hardware based solution to auto program it for speciffic types of code. then it kind of is like a shader initialisation but then for a software type or a common heavy instruction. can be really efficient. but loose from that the only problem ARM and RISC-V had was that software couldn't really multithread back then, RISC-V also has that it is quite new, so there are little designs for huge cpus with them yet, but ARM already had them,
@volodumurkalunyak4651 Жыл бұрын
Those are NOT just similar to CPU units, those ARE CPU unit themselves. Fit thousands of those in single die - somehow Apple Silicon / Cavium Thunder dont have even hundreds of ARM CPU cores.
@IsYitzach Жыл бұрын
The FPU in a CUDA core are optimized for particular floating point operations. They're really good at addition, subtraction, and multiplication. They suck at division and most any other function like trig and exponents. You're also going to suffer from starting GPU kernels and data transfers between the GPU RAM and main RAM/CPU cache. And the largest float they can handle is double. They can't do long doubles. Doubles are usually enough. But double precision is also slower than single precision, but that may be in common in with CPUs. I haven't checked.
@oussamakhlif3702 Жыл бұрын
That's some deep level of knowledge Thank you sir for the infos ❤️
@roax206 Жыл бұрын
Note that the Nvidia Cuda cores are probably closer to Intel threads. The best Nvidia equivalent for the core is the Streaming Multiprocessor (SM). For the Ada Lovelace Architecture (RTX 40 series), each SM has 128 Cuda cores. 128 * 128 = 16384. CPUs also tend to handle a larger number of data types with additional instructions (and more hardware) needed for both conversions between each, as well as all different operations performed for each different data type. The GPU core, on the other hand, can be a lot simpler and thus smaller.
@overlord8880 Жыл бұрын
Can you do x86-64 vs ARM64 processors? Or CISC vs RISC in general? Practically intel/AMD vs apple M1/2
@volodumurkalunyak4651 Жыл бұрын
Those are architecturally very very similar. All of those Out of order superscalar CPU's with wide caches and quite high frequencies. ARM are quite simpler ar decoder stage and beeing ARM64 only (no 32 bit support) helps there a bit. Intel Ring/ AMD IF/ ARM AXI bus - probably the biggest difference, yet the actual biggest differences are between those: Intel 14nm++++ / Intel 7 / TSMC 7nm / Samsung 14nm / Samsung 8mm/ TSMC 5nm
@nerd2544 Жыл бұрын
edit: nvm i guess you read descriptions after watching the first 30 secs of the vid 🤣🤣 -"In my previous video, I talked about why CPUs cannot have thousands of cores. While this is true, due to thermal, electrical, and memory limitations, alot of the comments in the video were about how CPU's have thousands of cores. In this video, we discuss the subtle differences in GPU microarchitecture, which makes CUDA "cores" and CPU cores significantly different."- -what was the said previous vid?-
@JATmatic Жыл бұрын
Some older GPU arches actually didn't support dynamic branches at all. And even today result is severe cost in performance: the GPU actually computes both if/else code paths and selects the result via boolean (condition) I.e. the shader if-else is likely compiled into branchless code.
@emmanuelgoldstein319 Жыл бұрын
I don't think that is the case anymore though.
@Kolyasisan Жыл бұрын
This highly depends on a compiler (both IL and driver ones). If it decides that the difference between both paths and the mere execution of a branch will be negligible, then it most likely will result in a removed branch (so both paths execute). You can directly specify and hint the compiler what you want to generate with a [branch] or [flatten] atrributes on HLSL, don't know about other high level languages (glsl has no support for those iirc).
@danzmachinz2269 Жыл бұрын
does shader execution reordering allow gpu cores to act more like cpu cores in certain cases?
@jcm2606 Жыл бұрын
Not quite. SER basically just allows the GPU to determine how much the threads in a warp are diverging from each other (ie executing different instructions to each other or operating on data from different areas of memory to each other), typically by asking the shader developer to provide it some data to base this off of so that the GPU can look at how different the data is between threads. This then lets the GPU attempt to optimise the case happening at 4:15 where the warp enters, say, an if/else statement and half the threads want to execute the X branch while the other threads want to execute the Y branch. By looking at the data that the shader developer provided, the GPU can estimate how badly the threads will diverge from each other and can reorganise them on-the-fly, basically ripping apart the entire warp and creating a new warp by combining non-divergent/divergence-minimised threads from different warps (this is my understanding of it, might be wrong, I'd really recommend reading the paper if you want to know more).
@pranaypallavtripathi2460 Жыл бұрын
But what about cores in GP-GPUs like A100, which are used in Deep Learning and other non-graphical applications ?
@FLMKane Жыл бұрын
Same things ultimately. Massive matrix calculation machines.
@kborak Жыл бұрын
I am thinking you are not understanding cores half as well as you think you do. Compute units in a GPU is equivalent to a CPU "core". Roughly 40 CU's in a gpu on average. You took marketing speak as the tech. Doesn't mean you are wrong in the end. But GPU cores are not what you think they are.
@lt3lt3lt3 Жыл бұрын
More content like this I love it. Keep up the great work man!
@bazoo513 Жыл бұрын
It should be noted that there are tasks other than graphics that lend themselves to SIMS processing - more or less anything that involves vector or matrix operations (signal processing, solving massive systems of linear equations...). That's where Nvidia's CUDA API comes in.
@josiahmanson Жыл бұрын
This is a nice overview of the differences between CPU and GPU. It might be better not to use the term CUDA core so often, as that doesn't match the terminology of what a CPU core is, and probably confuses the watcher. Granted, NVIDIA made the terminology confusing. The video also makes it sound like only GPUs perform SIMD operations and CPUs don't, which is a misrepresentation because SSE, AVX, etc instruction sets exist, which would multiply "CPU core" count by 8 or more. Another difference that wasn't mentioned that allows GPUs to have high throughput is that latency can be hidden by switching contexts between several warps on an SM, akin to hyperthreading on a CPU.
@RAHelllord Жыл бұрын
If you're looking for a layman's terms distinction you could use general purpose for CPUs, as you did, and then specialized on the other end for GPU cores. Cuda cores, and whatever AMDs equivalent is, are specialized for a very specific kind of math in a very specific way and are thus made to be incredibly fast and efficient at that, whereas a CPU has to be able to do everything at roughly the same effectiveness just don't do as well at those tasks specifically.
@lasarith2 Жыл бұрын
Back when I studied cpu’s 2000) I was wondering why they didn’t use gpu , but gpu are better at numbers then instructions . 2:39 that was it the FPU .
@bigiron4018 Жыл бұрын
in the description, I believe you meant to put GPU's the second time CPU was mentioned
@ToxicMothBoi10 ай бұрын
I'd say comparing the two is like comparing a big commercial ship to a ship building mashine. Very diffrent use cases but one definetly benefits the othet :)
@niks66009710 ай бұрын
Modern GPUs also have branch prediction engines just like CPU, so the threads blocking warp doesn't happen.
@Psychx_ Жыл бұрын
GPUs may have many ALUs, but the way they're organized matters. I.e. AD102 has 18432 ALUs. These are organized into 144 SMs, with each (simplified) being able to simultanously run 4 different FP32 instructions, each on a group of 32 variables. The SM is what logically and in terms of functionality comes the closest to a CPU core. 144SMs definitely is in the same ballpark as the 128 CPU cores that are now common in servers. On such a GPU however, you need 4 independent threads (with 32 work items ea.) per SM in order to reach full utilization. On a modern CPU that mark is somewhere around 1 up to 1.2 (on average) threads being required to fully utilize a core. When not having enough different and independent work, a GPU may not be able to flex it's muscles. Besides having to execute instructions on groups of 32 (some: 64) items, GPUs usually also suck at control flow (if - else, conditional branching and jumps), aswell as special (transcendental) math operations, such as sin(), cos(), tan(), sqrt(), … This leads to not every workload being able to actually benefit from GPU execution.
@christiaanventer8183 Жыл бұрын
The way I remember it being explained once; a Cpu runs single, intense calculations by orders of magnitude per second where a gpu crunches triangles.
@brodriguez11000 Жыл бұрын
Magic word: parallelism.
@jcm2606 Жыл бұрын
Nowadays it's a bit more complex than triangles since modern GPUs are designed to support some level of general compute (see compute shaders in most graphics APIs, as well as general compute APIs like CUDA or OpenCL), but yeah, that's basically it.
@zubble7144 Жыл бұрын
Warp is fabric terminology. A fabric (cloth) consists of warp threads and weft threads.
@ChristopherGray00 Жыл бұрын
Absolutely amazing video, all the other channels massively oversimplify it.
@LowLevelTV Жыл бұрын
Wow, thanks!
@flameofthephoenix83956 ай бұрын
5:45 How the GPU works makes sense, however, theoretically, they should be able to go faster if they just did without program control, if you wanted to run a given program you could have all programs just run on loop for until a new program is inserted in its place, this would mean that the GPU would constantly run, however the advantage is that there is no longer program control necessary, to simulate an if statement you just need to run the code inside the if statement then use And gates with the result, if the Boolean meant to activate the If statement is true then the results will stay, otherwise the results will be cleared with Falses because of the and gate, the second branch would still have to wait for the first branch to finish, but if I'm not mistaken it still should run faster overall, right? Though, even if I'm right, I suspect that there aren't a whole lot of programmers willing to simulate program control instead of having it built in, additionally loops would go way slower as in order for the loops to run it has to do one iteration of the loop then cancel all the other parts of the program with and gates then because the program runs on loop it will go back around and then do the second iteration, however it's possible this may actually be a boon as it means that the programmers will get more control over the exact specifics of how the different threads operate, perhaps they could optimize things by making it such that the thread runs an if statement when it makes it back to it despite the loop not being finished, this would make things very whacky with it being similar to having the if statement running parallel to the loop. It's also possible that I misunderstand, and this is exactly what it is doing under the hood, that you simplified things, or that this has been tried and was either too inconvenient or not very fast to begin with.
@_____case Жыл бұрын
One minor correction: KZbin delivers its traffic via QUIC, not TCP/IP.
@the-programing Жыл бұрын
CPU vs GPU cores, for me, cpu are extremely smart. One huge difference is the scheduler and preemption mechanism. If a instruction is waiting on io (memory access) the cpu scheduler will make a decision to do something else and then come back to it. However, gpu threads/cores cannot. This is also due to there isn't many instructions a gpu core can run (only two types of algorithmic operations). A gpu core also cannot load memory itself, instead it just receives and outputs.
@the-programing Жыл бұрын
Another difference, on a higher level, is that the instruction set for gpu's are not open source, or you cannot directly program a gpu core. That's why you need to download the gpu drivers, which is the only way a program tells what the gpu does. It is almost like a functional programming paradigm program where the programmer tells the computer what needs to be done with the computer making a decision how to do it; which comparing to other programming paradigms (using languages like c/c++) you tell exactly what and how a operation is done down to the cpu instructions.
@NathanielStickley Жыл бұрын
Warp, as in weaving. Look up "warp and weft." The warp is a bunch of parallel threads.....it's pretty easy to see why the name was chosen.
@johanngambolputty5351 Жыл бұрын
I've dabbled with OpenCL, are the "cores" used for compute, such as in OCL the same as what shaders run on? Are warps the same as compute units/streaming multiprocessors? And then how do tensor cores and ray tracing cores differ? Actually I think I remember about the former, its arithmetic and cache is layed out to match the operations in a dot product more or less, but what about the latter? I really should probably have looked into this more... Do shader cores implement an even smaller instruction set, should I write computations as shaders if I can get away with it, for the larger parallelism (when I need to do many, many things at once, since shader cores can number in the 10k but compute units only in the 10s)? Mind you, having to set up arbitrary data types as shaders and manage multi pass stuff is a nightmare with shaders, OCL is so much simpler. Also "speed" is probably the wrong word, the question should maybe be, do they have more throughput? And the answer is yes if you don't need all the instructions and are able to do things simultaneously (whereas a lot of logic needs to be performed sequentially...).
@jcm2606 Жыл бұрын
*"I've dabbled with OpenCL, are the "cores" used for compute, such as in OCL the same as what shaders run on?"* Yes. The only difference is the programs that the "cores" are executing, as shaders would make use of hardware features that compute kernels wouldn't find useful, such as much of the graphics-focused functionality. This functionality is still there for you to use, it's just that the program isn't using it. *"Are warps the same as compute units/streaming multiprocessors?"* Yes and no. A warp is essentially just a group of threads that are all executing in parallel, whereas a CU/SM is the actual hardware responsible for processing those warps. Well, actually, it's an SM _partition_ that processes those warps on modern NVIDIA GPUs, since an SM now actually processes _4_ warps in parallel (1 per SM partition) since Turing (20 series), but yeah. Essentially, each of those contain the units and resources that are necessary to process a warp, as well as a bottom-level scheduler that lets it switch between different warps that are waiting to be processed, if the being-processed warp ends up stalling/blocking. *"And then how do tensor cores and ray tracing cores differ?"* Both of these are essentially just special-purpose units available to a warp that are designed to perform a specific operation extremely efficiently. Tensor cores are designed to perform fused multiply-add operations (basically "a * b + c", except it's 1 operation instead of 2) on matrices (basically 2D grids of numbers) which are one of the most common operations in machine learning, and raytracing cores are designed to perform ray-triangle and ray-box intersection tests (basically checking if a given ray intersects/hits a given triangle/box, and returning the exact location on that triangle/box that the ray intersected/hit) which are central to raytracing for obvious reasons. GPUs actually have a number of these special-purpose units, NVIDIA just added two new ones when they introduced these features. *"Do shader cores implement an even smaller instruction set"* Keep in mind that a shader from DirectX, OpenGL or Vulkan, and a compute kernel from OpenCL or CUDA, are executing on the same "cores" and so use the same instructions as far as the GPU is concerned, but yes, they do implement a small instruction set. Typically this is very specific to the exact GPU (ie a 40 series NVIDIA card will use a different instruction set to a 30 series NVIDIA card, which uses a different instruction set to a 7000 series AMD card), but is abstracted away by placing the compiler into the driver. When you write shader code or compute code you typically use a high level language, which is then fed through a mid level compiler to produce instructions in a more general form that all drivers are designed to accept. The driver for your particular card will then take those instructions and translate/recompile them to the instructions meant for the GPU in that card, so that it can execute them. *"should I write computations as shaders if I can get away with it, for the larger parallelism (when I need to do many, many things at once, since shader cores can number in the 10k but compute units only in the 10s)?"* No. If you're using OpenCL or CUDA then you're already using those "shader cores", for the reason I outlined above. The only time you should write shaders is if you actually need to use them, such as if you're wanting to do general compute within a game engine and only have DirectX, OpenGL or Vulkan to deal with. All three support what are called compute shaders, which are a special type of shader which is essentially a dumbed down version of what OpenCL and CUDA allow you to do. You can write code to perform arbitrary computation en masse, interact with data backed by raw memory within a storage buffer, or even interact with textures/images that are used in the actual graphics shaders.
@johanngambolputty5351 Жыл бұрын
@@jcm2606 Thanks for taking the time to write that, I appreciate it :)
@Hyperion970011 ай бұрын
0:35 shout out to Studio1Productions GPU list.
@Leonhart_93 Жыл бұрын
Another reason is that even if you cram many cores into a CPU like in a GPU, most of the time it wouldn't even be faster. Most programs aren't even able to take advantage of the 8 or 16 cores of today's CPUs, so the main bottleneck is currently the clock speed per core. And the clock speed equivalent of a GPU is very low.
@Alucard-gt1zf Жыл бұрын
Clock speed isn't the limitation..... ipc is the limitation If clock speed was the limitation cpus wouldn't have been improving much in the last decade
@xfy123 Жыл бұрын
As Alucard said clock speed doesn't mater IPC is the main thing that makes a CPU fast. You have 8 core cpus that run at 1.3ghz that give you preformance close to a Ryzen 7 1700x. The biggest bottleneck is the unwillingness of Intel and AMD to switch from x86-64 and cisc to risc or vlwi.
@AsunaYuukiSAO3 Жыл бұрын
That's a really good point.
@Leonhart_93 Жыл бұрын
@@xfy123 Yes, the clock speed is not as direct of a measurement as IPC. But it's directly correlated with IPC, higher clock speeds are better, so there is no way you can say they don't matter
@ruperterskin2117 Жыл бұрын
Right on. Thanks for sharing.
@philmarsh7723 Жыл бұрын
Finally! a clear explanation of GPU architecture! Thanks!
@karlsassie84033 ай бұрын
The best summary i have heard is GPUs are optimized for high throughput while CPUs are optimized for low latency. This generally applies if the problem can benefit from parallelism.
@DerMigi Жыл бұрын
I just wanted to thank you for these excellent videos!
@LowLevelTV Жыл бұрын
My pleasure!
@My1xT11 ай бұрын
isnt flops already per second, so is flops per second a unit of acceleration?
@cmilkau Жыл бұрын
Great follow-up!
@LowLevelTV Жыл бұрын
Thank you!
@shapelessed Жыл бұрын
I'd put things a bit differently. CPU cores are designed to be versatile, to be able to perform many kinds of operations, but generally do one thing at a time very fast fast, that's because programs need to execute in a precise order, like add A to B, then devide the result by C. GPU cores on the other side are designed to do only certain, limited things and are super small so you can fit thousands of them next to each other, meaning they can do multiple tiny things in parallel, all at once. Then you can just glue together what they produced to compose an image.
@lithiumwyvern_ Жыл бұрын
So basically, if we were to count CPU cores like Nvidia counts CUDA """cores""" (and AMD counts stream units), then the i7-11800H would have more than 128 cores? (8 cores capable of AVX-512, each ALU capable of doing 16 FP32 operations at once in SIMD, where I imagine each lane would be equivalent to one CUDA "core". And each Tiger Lake-H core most likely has multiple ALUs for superscalarity.)
@ChrisgammaDE6 ай бұрын
I think it's also important to highlight the fact that FLOPS only measures the performance with floating point numbers. 80+% of your everyday tasks don't even involve floating point numbers at all
@prathameshkai3 ай бұрын
Hey! Maybe this is a stupid question after he explained it all But I still don't understand that Is the GPU horrible at doing what the CPU does or a GPU cannot do CPUs task at all. If I really wanted to, can I theoretically compile a linux kernel to run on a GPU??
@stefanengler772 Жыл бұрын
you are wrong: There was an experimental graphics card from intel with regluar x86 processor cores and x86 has SIMD instructions. Intel tried to put SIMD and graphics into the x86 processor but failed. With x86 you even have the problem with the brances (but not with as much impact as on a graphics FPU). Have you seen sony playstation 3 code (SIMD: single instruction muliple execution multiple data; one opcode does 5-6 things at the same time, no wasted space on the silicon).
@fumanchu332 Жыл бұрын
Genuine question, what's with the thumbnail change after a day or two? I've seen it happen on few other channels as well.
@matrix01234567899 Жыл бұрын
Also GPU are fast in 32 bit float numbers, but using 64 bit floats performance can be 20x slower, so if you need 64 bit precision, CPU can be more performant
@emvdl Жыл бұрын
Which programs do you use to make those nice animated graphs and the preso?
@jorgenafagervik Жыл бұрын
Great video! However, CUDA uses the SIMT terminology instead of the SIMD does ;)
@CyberJedi1 Жыл бұрын
Great video! Just wanted to point out that the RTX 4090 can execute 83 Teraflops FP32, not 49.
@LowLevelTV Жыл бұрын
My bad
@adurks4846 Жыл бұрын
@@LowLevelTV Also 330 teraflops of tensor operations
@csaki01 Жыл бұрын
WIth all that being said, you can harness the power of your GPU for things other than graphics, if it happens to coincide with what the GPU is good at.
@Alley00Cat8 ай бұрын
Of course it’s fair to compare so we know what processor is best for what, as you have done.
@seedmole Жыл бұрын
I ran into this issue when trying to see why I couldn't use my 3080 to handle audio processing. Makes a lot of sense when you consider what GPUs are shooting for: large numbers of calculations at display refresh rates, vs CPUs having to process audio instructions. And while audio is processed in blocks (so no, it's not processing each sample individually.. it's not 44,100/etc calculations per second), it still needs to provide output on the order of ten times more frequently.
@erkinalp Жыл бұрын
SIMT limitation in GPUs is no longer true in more recent architectures, however, it is true that they still perform best when they are used in a SIMT manner.
@TheVirtualArena24 Жыл бұрын
Good content. KZbin recommendations working. Make videos like these more.