Thursday, November 14th 2013
NVIDIA Dramatically Simplifies Parallel Programming With CUDA 6
NVIDIA today announced NVIDIA CUDA 6, the latest version of the world's most pervasive parallel computing platform and programming model.
The CUDA 6 platform makes parallel programming easier than ever, enabling software developers to dramatically decrease the time and effort required to accelerate their scientific, engineering, enterprise and other applications with GPUs.It offers new performance enhancements that enable developers to instantly accelerate applications up to 8X by simply replacing existing CPU-based libraries. Key features of CUDA 6 include:
"Our technologies have helped major studios, game developers and animators create visually stunning 3D animations and effects," said Paul Doyle, CEO at Fabric Engine, Inc. "They have been urging us to add support for acceleration on NVIDIA GPUs, but memory management proved too difficult a challenge when dealing with the complex use cases in production. With Unified Memory, this is handled automatically, allowing the Fabric compiler to target NVIDIA GPUs and enabling our customers to run their applications up to 10X faster."
In addition to the new features, the CUDA 6 platform offers a full suite of programming tools, GPU-accelerated math libraries, documentation and programming guides.
Version 6 of the CUDA Toolkit is expected to be available in early 2014. Members of the CUDA-GPU Computing Registered Developer Program will be notified when it is available for download. To join the program, register here.
For more information about the CUDA 6 platform, visit NVIDIA booth 613 at SC13, Nov. 18-21 in Denver, and the NVIDIA CUDA website.
The CUDA 6 platform makes parallel programming easier than ever, enabling software developers to dramatically decrease the time and effort required to accelerate their scientific, engineering, enterprise and other applications with GPUs.It offers new performance enhancements that enable developers to instantly accelerate applications up to 8X by simply replacing existing CPU-based libraries. Key features of CUDA 6 include:
- Unified Memory -- Simplifies programming by enabling applications to access CPU and GPU memory without the need to manually copy data from one to the other, and makes it easier to add support for GPU acceleration in a wide range of programming languages.
- Drop-in Libraries -- Automatically accelerates applications' BLAS and FFTW calculations by up to 8X by simply replacing the existing CPU libraries with the GPU-accelerated equivalents.
- Multi-GPU Scaling -- Re-designed BLAS and FFT GPU libraries automatically scale performance across up to eight GPUs in a single node, delivering over nine teraflops of double precision performance per node, and supporting larger workloads than ever before (up to 512 GB). Multi-GPU scaling can also be used with the new BLAS drop-in library.
"Our technologies have helped major studios, game developers and animators create visually stunning 3D animations and effects," said Paul Doyle, CEO at Fabric Engine, Inc. "They have been urging us to add support for acceleration on NVIDIA GPUs, but memory management proved too difficult a challenge when dealing with the complex use cases in production. With Unified Memory, this is handled automatically, allowing the Fabric compiler to target NVIDIA GPUs and enabling our customers to run their applications up to 10X faster."
In addition to the new features, the CUDA 6 platform offers a full suite of programming tools, GPU-accelerated math libraries, documentation and programming guides.
Version 6 of the CUDA Toolkit is expected to be available in early 2014. Members of the CUDA-GPU Computing Registered Developer Program will be notified when it is available for download. To join the program, register here.
For more information about the CUDA 6 platform, visit NVIDIA booth 613 at SC13, Nov. 18-21 in Denver, and the NVIDIA CUDA website.
48 Comments on NVIDIA Dramatically Simplifies Parallel Programming With CUDA 6
No one platform is being targeted he wants the game to use everything availible in pc performance...
and implied it was useable to the same ends as cuda but went no where near what your saying, open< CL hello.
AMD make a HUUUUUGE deal over ONE movie (that tanked at the box officeI might add), while Nvidia quietly win theHollywood Post Associations Award for Excellence
[yt]6-J4SBR5ODg[/yt]
Once again proving that the AMD cheerleaders are here to kick ass and chew bubble gum... and they've got a twenty year supply of gum.
i know my inglish is a shit :pimp:
ps that burned slot was apparently a 7970 not 780ti.
CynicalCyanide, a founding VIP member of RIS, said the following quote listed on the RIS Forums titled "GUIDE TO BUYING PC GAMING HARDWARE," under GPU NOTES.
"#3 GPU Compute: The AMD cards slaughter Nvidia Kepler cards for most GPU computing. This probably doesn’t matter to you, but if you use your GPU for OpenCL, Bitcoin mining etc, AMD is the clear winner here." Cyanide.
Source:
CynicalCyanide, GUIDE TO BUYING PC GAMING HARDWARE, Roberts Space Industries, Jan 27 2013, Nov 11 2013, forums.robertsspaceindustries.com/discussion/15249/guide-to-buying-pc-gaming-hardware.
Point is this. He doesn't "directly" state that Star Citizens is optimized for AMD Graphic Card-users, but he indicates that AMD, paraphrasing his words, performs better than NVidia Kepler in the computing department. This is a discussion on what's the best, ideal hardware with respect to the upcoming game. Assuming this is the universal consensus amongst all members of RIS, I think it's safe to say that they will probably lean more towards AMD, but will take the needs of NVidia users into consideration when the MMO goes live. PhysX will do absolutely nothing for the game. So NVidia users will only benefit from NVidia products, with respect to the game, just on a GPU Computing scenario. It won't be nothing more, and G-Sync may help with performance, but I'm not putting a lot of faith in that. On the other hand, Cyanide does state that NVidia would be more ideal for Surround. I won't disagree with that. I can see Star Citizens being a big name MMO if they push massive flight-battles with massive battleships and carriers, but multiple players would need to control them. It's taking MMO extremes to the next level.
Thread Work-item
Thread block Work-group
Global memory Global memory
Constant memory Constant memory
Shared memory Local memory
Local memory Private memory
Way easier than OpenCL imho.
Proprietary is used like some dirty buzz word people like to sling around as it suits them, people need to get real and understand how big business operates.
Of course, if any genius here has some great money making ideas, feel free to share them with me first, I'm all for piggy backing and taking advantage of others hard work.
I could NOT care less about nvidias business, what I care about is a healthy market with good competition.
So effin yes, proprietary is a con in this case.
I bet you can't sleep at night with all these evil monopolies out there.
Again, any great money making ideas, let me know.
Don't worry about my sleeping schedule, stay classy instead.
Open source by it's very definition has a protracted review and ratification timeline as with anything "designed by committee".
OpenCL would be a prime example. How long between revisions...a year and a half between 1.0 and 1.1 and another year and a half between 1.1 and 1.2? How quickly to evolve from a concept to widespread uptake...five years plus?
Without CUDA, where would we be with GPGPU ? GPU based parallelized computing may be chic in 2013, but that wouldn't have helped Nvidia stay solvent via the prosumer/ws/hpc markets back when the G80 was introduced...and without the revenue from the pro markets being ploughed back into R&D, it isn't much of a stretch to think that without Nvidia creating a market, AMD might be the only show in town for all intents and purposes.
We would likely be closer to a monopoly situation (with AMD's discrete graphics) had Nvidia not poured cash into CUDA in 2004.
I wouldn't put a lot of faith into that. Rumors I've heard is that EQN will be on a DX11.0 API, and it won't be Client-Based like PS2. PS2 is currently DX9.0 and client based. Ultra Mode almost pushes 10 GBs System Ram. In addition, it's debatable to say that NVidia hasn't put a lot of attention on it since it is "one" of their optimized games, but it looks a lot purty-er and better on AMD Cards. The use of any SweetFX injectors could get you banned from PS2...
Let's say it's true, and it probably is true (Forgelite Engine:D3D9.0, PhysX, NVidia Optimized, "probably" client-based)... They do use NVidia for Everquest Next. That still doesn't speak highly about ForgeLite or EQN. Why. Well for instance, take a look at PS2's OMFG Patch. OMFG =/ Oh My F***en Gawd Patch. OMFG = Oh Make Faster Game - Patch. A lot of NVidia users are still having issues, and the PS2 Devs have disabled PHYSX Particle Effects so they can work out the issues "further." Here's my point. Yet again, if EQN follows the same or similar trend, are you going to argue to me, in the first year of EQN, that it won't be proportionate in some way to PS2's derps and fails? Answer no and your trolling, but if you answer yes, some points might be valid. Other points could up for debate. That's the likely outcome. I am doubting AMD users will have as much headaches as NVidia users if that's the case. It's a scenario that's plausible.
I'll admit error on my end about EQN. There's no shame in that. I think it's un-necessary to debate any further whether you were wrong about Star Citizens. Still. Like a dumb Republican who can't answer question directly, I'm still waiting, from you, for that NVidia Power Point Slide that says EQN will be optimized on their products.
Also don't get why people are saying they're desperately cheapening thenselves after the Titan; it remains the same price and always will due to its unique position as an entry level compute card from Nvidia. The 780 near enough matched the 290X and the Ti was hardly desperation, I'd think it more of getting rid of silicon that didn't make the cut for a K40 and making a small profit perhaps in their proportionslly minor gaming branch... the near instantaneous launch shows it was in the works well before 290X release too... but sigh, not sure why I bother :P