My software is labeled "CPU only unless using an nVidia GPU". I would prefer to strikethrough "nVidia". Incidentally, this means no more Mac support.
My software is labeled "CPU only unless using an nVidia GPU". I would prefer to strikethrough "nVidia". Incidentally, this means no more Mac support.
Even Carmack later admitted that DirectX had become much better than OpenGL, but they weren't going to change given the studio culture.
See https://www.bit-tech.net/news/gaming/pc/carmack-directx-bett...
Few problems I noticed:
* coopmat2 from nvidia is the classic embrace, extend, extinguish. No point to ask the models to translate from CUDA to coopmat2. Instead, the models can understand the existing CUDA and CPU kernels, and adapt them accordingly to non-nvidia devices.
* However, the standard API is also lacking. The models struggled to make prompt processing compute-bound on strix halo when the graph is complex. Upfront standard API might just be an evolution dead end.
coopmat2 features will eventually be rolled elsewhere. coopmat also started as an NVIDIA extension.
The client use cases that coopmat was intended for are customer machines, not multi-GPU, which is broadly seen as a datacenter feature instead. That said coopmat orthogonal to this.
VK_KHR_cooperative_matrix - embrace?
VK_NV_cooperative_matrix2 - extend?
I am pretty sure VkImportSemaphoreFdInfoKHR, mentioned in https://github.com/ggml-org/llama.cpp/issues/22648, works across multiple AMD devices, but somehow doesn't work across multiple nvidia devices.
p2p is disabled on nvidia customer cards, vulkan device groups are shipped for the RTX 6000s
> Added support for creating Vulkan logical devices from multiple physical devices on select cards via VK_KHR_device_group_creation. This feature can be enabled by setting the environment variable __VK_ENABLE_DEVICE_GROUPS=1.
* manual pipelining
* shared memory staging
* tiling
* bounds checking