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Author Topic: GPU crunching question  (Read 132122 times)

Offline Vyper

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Re: GPU crunching question
« Reply #120 on: 15 May 2007, 07:05:00 am »
Tried it on Vista X64 and a 8800GTX with newest beta driver.

It seems to crash after 30 minutes of running, the console text stopps and nothing happens, the program is running in background though.

Stopped after 2 hours of non progress.

I will try it later when i come home instead of remoting my home computer trying it out :D

Kind Reg Vyper

Offline Devaster

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Re: GPU crunching question
« Reply #121 on: 15 May 2007, 08:00:48 am »
send here a stderr.txt please ....

Offline Vyper

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Re: GPU crunching question
« Reply #122 on: 15 May 2007, 09:30:54 am »
Hehe chill  ;D  Im gonna upload a stderr.txt within 5 hours or so..

Kind Reg. Vyper

Offline Devaster

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Re: GPU crunching question
« Reply #123 on: 15 May 2007, 12:31:09 pm »
there is some issue with rapidmind and remote gpus: https://developer.rapidmind.net/documentation/kb/gpus-remotely

thats may be your case .

new .exe - small optimization in fft calc and more speedy method on data upload ,other method to show progress :
1st number - fft size
2nd number - fft chunk calculated and analyzed
3rd number - total count of fft chunks.

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« Last Edit: 15 May 2007, 12:34:04 pm by Devaster »

Offline Vyper

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Re: GPU crunching question
« Reply #124 on: 15 May 2007, 02:53:24 pm »
Ok here is a stderr.txt from the first client, the progress seemed slow so i aborted it..

Check if it's ok even if i aborted it.

Going to try your second compile now.

Kind Reg Vyper

P.S  How long does it take and how far shall the counter go? for the 2nd value that just climbs climbs and climbs?? D.S

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« Last Edit: 15 May 2007, 02:57:31 pm by Vyper »

pepperammi

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Re: GPU crunching question
« Reply #125 on: 16 May 2007, 05:17:43 am »
I quickly set that second one up for a run over night. Seemed to be flying quite nicely when I left it but I just had a look and seems to have stuck at "after powerspectrum 8 131071 131072". Looks like stopped at the last chunk or something. stderr.txt attached.
Still using the cpu at max by the way.

This is on a Vista x64 system with a PD945 @3.62 and 7950GT OC edition with 512MB and using current latest beta drivers. Bit strapped for time but will try and get it on a second machine and/or this one with the latest 'official' drivers instead of beta ones.

[attachment deleted by admin]

Offline Devaster

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Re: GPU crunching question
« Reply #126 on: 16 May 2007, 06:56:42 am »
today i will check it what is the problem ...

app is maximally unoptimized and without any exception trap  :-\

Freddy

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Re: GPU crunching question
« Reply #127 on: 17 May 2007, 03:03:48 am »
Running your client on 8800GTS/winXP, everithing seems nice so far...
I'll upload the txt file later.
One core is used at about 80% while exe is running. (X2 4400+@2,5Ghz)

Stoped Running at powerspectrum 8 131071 131072 CPU    is used by 100% now.


[attachment deleted by admin]
« Last Edit: 17 May 2007, 03:12:57 am by Freddy »

Offline Devaster

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Re: GPU crunching question
« Reply #128 on: 17 May 2007, 07:05:35 am »
there is generated a exception but there is any trap so application stop ...

Maxxx

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Re: GPU crunching question
« Reply #129 on: 17 May 2007, 12:44:33 pm »
@Devaster

Running  client on a ATI 1950XT -> winXP

core 1 is at  70-90%  (Core2Duo@3333MHZ)

Stoped  at powerspectrum 8 131071 131072 CPU   

Lg Maxxx
good luck

Offline Arnulf

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Re: GPU crunching question
« Reply #130 on: 18 May 2007, 05:40:32 am »
I ran the client on my computer with dual Opterons and a nVidia 7800GS card ( AGP ).

Processor usage - one core at 60 to 70%.

Attached stderror.txt

A.

[attachment deleted by admin]

Offline Devaster

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Re: GPU crunching question
« Reply #131 on: 20 May 2007, 07:02:25 pm »
for now i am trying in cooperation with rapidmind guys to maximally parallelize the fft code ...

for now whole analyze is running in one cycle in serial my idea is this (thanx to vyper for basic idea ;))   :

separate  the whole analyze process to  three stages:
1. calculate part ffts on whole datas at one time
2. calculate whole powerspectrum at one time
3. check for the spikes/Gaussians/pulses at one time

usage of the rapidmind can parallelize code efficiently ...

1. trying encapsulate the walkthrough code over data array into shaders code then may be in separate shader unit run many ffts side by side ... 

Offline Vyper

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Re: GPU crunching question
« Reply #132 on: 21 May 2007, 04:12:01 am »
Heyy i got a thanks.. Me is soo  ;D now ...

Good luck dude.. Keep in touch with us, and let us know further hicupps so you can get another angle to solve issues..

Kind Regards Vyper

Offline Devaster

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Re: GPU crunching question
« Reply #133 on: 21 May 2007, 03:45:28 pm »
i have found in my code a big error : seti uses fftlen as is but raoidmind uses fftlen as 2^fftlen  so it calculates .... :o ::) ::) :-[

Offline Vyper

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Re: GPU crunching question
« Reply #134 on: 21 May 2007, 04:41:38 pm »
debug...debug...debug... and yet again debug :)

When tweaking is done the appropriate result will show ..

I remember in the good old days when i programmed O/S friendly assembly with library calls on the Amiga, i was so disturbed with that the library routine to plot pixels was soo slow, then i discovered that with a simple library patch i managed to increase the performance with 1100 - 1200 % when i wrote the pixel routine in pure assembly instead, and boy have i used the trace register function alot in these days.. 15% of time is writing the code 85% of it is pure tracing too see that the program does what i've intended in my brain  :P ..
Boy how fun the code could be sometimes but work pays off and one day (voila) the code does what it was intended to do .. Many nights!! Late hours and alot of caffeinepills and just when the code is done u notice that the clock is about 05.00 at night and the school started at 08.00 .

Why the hell sleep :D  , keep it up devie..

I had to write some nostalgia here to trigger you further  ;D

Kind Regads Vyper

 

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