Message boards : Rosetta@home Science : Rosetta & Parallelization (gaming consoles)
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The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
With apologies to "Admin" for uninentionally threadjacking. This topic is intentionally being posted in the Science section rather than Number Crunching, in the hope that someone from the Project will read and contribute. The story so far - from David Baker: yes, the size of the code is a problem for getting up and running. we have a new much cleaner and for now smaller version which we will be sending out on rosetta@home soon; might be a better starting point for code optimization experts interested in helping out rosetta@home! |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
From The_Bad_Penguin: Would someone from the project offer the professional courtesy of providing a definitive answer, with respect to Rosetta's memory footprint and adaptability for parallel processing on gaming consoles, ala this thread? |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
From svincent: My 2 cents on this topic, which seems to crop up in one form or another quite frequently. |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
From The_Bad_Penguin: Thank you for a well thought out response. |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
From svincent:
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The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
From Viking69: Rosetta is after all a research project. Perhaps in the future when the project is complete ( if it ever is ) and passed off to the World Community Grid this will change. |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
From The_Bad_Penguin: Unable to do same with the 6 SPE's in the PS/3's Cell BE ? Memory restrictions? |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
From svincent: I can't see a time when this project would ever be complete, but possibly replaced with a more powerful project as the technology advances. |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
From svincent: I think Sony is desperate for sales, they lost what, $500 million on the PS/3 hardware so far? I'd imagine they'd have to help with the porting, and putting a R@H icon on the PS/3 is likely a small price to boost sales to crazy people like me. As time goes on, I do intend to purchase multiple PS/3's. $399 is a bargin! And it'll all go to F@H until something else comes along that will use all 6 of the SPE's. |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
From The_Bad_Penguin: Thanx, think I had previously read (and dl'ed) a copy of this, but I am currently re-reading. |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
I have (re)read the academic paper suggested by svincent. First, I would like to note that there are at least three instances of the PS/3 being used for "scientific programming" that I am aware of. (1) Most people are already aware of F@H. (2) BOINC project PS3Grid I am a little uncertain about. My initial understanding was that the SPE's were not used, as the PS/3 was run in Linux mode. However, browsing their website, I came across: A Cell optimized application like CellMD reaches over 30 Gflop/s on a Cell processor (over 25 Gflop/s on the PlayStation3 due to the fact that only 6 SPEs out of 8 can be used). With 8 SPEs, the speed-up is 19 times an equivalent scalar implementation on an AMD Opteron 2Ghz. (3) Additionally, as reported by Wired Magazine on October, 17, 2007, an interesting application of using PlayStation 3 in a cluster configuration was implemented by Astrophysicist Dr. Gaurav Khanna who replaced time used on supercomputers with a cluster of eight PlayStation 3s. Rosie should note that this is not necessarily unchartered waters. The following paper discusses scientific programming on the PS3. I skipped the gruesome technical bits in the middle and read just the introduction and summary, where the weaknesses of the processor are discussed. I note the following: (A) The main focus of the paper is on creating a "cluster" of PS/3's for the purpose of "scientific programming". While perhaps a noble, ultimate, goal, I would believe that the initial goal is to get a project to benefit from the 6 SPE's in a single PS/3 rather than the 48 SPE's in a cluster of eight PS/3's. (B) The paper is VERY weak in discussing the PS/3 and F@H. A mere two paragraphs, which says even less. (C) The paper identifies five major "limitations" in the use of PS/3's for scientific programming: (1) "Main memory access rate. The problem applies to the CELL processor and frankly speaking most modern processors, and is due to the fact that execution units can generate floating point results at a speed that is much higher than the speed at which the memory can feed data to the execution units." Not endemic to only the Cell or PS/3, Rosie can ignore this "limitation". (2) "Network interconnect speed. The PlayStation 3 is equipped with a GigaBit Ethernet network interface... The bottom line is that only computationally intensive applications can benefit from connecting multiple PS3s together to form a cluster. Computation, even as floating point intensive as dense matrix multiply, cannot be effectively parallelized over many PS3s." As Rosie's initial goal should be an app working on a single PS/3 rather than a cluster of PS/3's, this "limitation" can be ignored. (3) "Main memory size. The PlayStation 3 is equipped with only 256 MB of main memory. This represents a serious limitation when combined with the slowness of the network interconnect." Again, initial goal is not for clusters of PS/3'a via network interconnect, but a single PS/3. That being said, the size of main memory IS a limitation, and it may in fact be fatal to any efforts to port Rosie over to the PS/3. However, I have yet to hear anyone officially affiliated with the Project make a definitive statement that this is a fact. (4) "Floating point arithmetic shortcomings. Peak performance of double precision floating point arithmetic is a factor of 14 below the peak performance of single precision." True, and false. True of the PS/3's with the original version of the CBEA. False for the newer PS/3's which are being built with the new 65nm version of the Cell BE. Not a limitation to Rosie. (5) "Programming paradigm. One of the most attractive features of the CELL processor is its simple architecture and the fact that all its functionalities can be fully controlled by the programmer. In most other common processors performance can only be obtained with a good exploitation of cache memories whose behavior can be controlled by the programmer only indirectly." This is likely a legitimate "limitation" for Rosie. Unless there are additional "limitations" of the new 65nm Cell BE in a PS/3, then the out of the five "limitations" listed in the paper, only two are potentially applicable to Rosie. If the memory footprint required by Rosie in greater than what the PS/3-CBEA can provide, there is little that can be done. Alternatively, if Rosie can fit within the PS/3-CBEA memory footprint, then the "only" remaining limitation is the programming. Note the quotes around "only". I am aware of the effort that would be involved. From Wikipedia: In November 2006, David A. Bader at Georgia Tech was selected by Sony, Toshiba, and IBM from more than a dozen universities to direct the first STI Center of Competence for the Cell Processor. This partnership is designed to build a community of programmers and broaden industry support for the Cell processor. There is a Cell Programming tutorial video available. All I am suggesting is that at some point in the Cost Benefit Analysis, there H-A-S to be a point where the expenditure of resources is justified in porting Rosie to PS/3. What is the Project's answer to this question? 500 tflops? 1 pflop? 25 pflops? I can't believe the Project would say the expenditure of resources could not be justified for a yottaflop !!! |
zombie67 [MM] Send message Joined: 11 Feb 06 Posts: 316 Credit: 6,621,003 RAC: 0 |
To be clear, F@H, PS3GRID, and yoyo@home applications all use the SPEs. SIMAP has a generic PPC/linux application that will run on the PS3, but it uses only the PPC/PPE controller, and has the expecte performance of a G4 Mac. Someone on SETI@home created a non-SPE app, but I haven't seen any further development with it since S@H moved to multibeam. Hydrogen@home has plans for a PS3 application, but no details or timeline. Reno, NV Team: SETI.USA |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
Thanx for filling in some of the blanks for me, I was unaware of these others projects and their use of the PS/3-CBEA. When I get a second PS/3, I'll have to look at adding it to yoyo. |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
. |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
A sort of "good news / bad news" report from Engadget: Sony says the 40GB PS3 is still using 90nm chips Posted Nov 3rd 2007 2:06AM by Nilay Patel Bad News = Apparently for the immediate time being, PS/3's are still using the older 90nm chip (no double precision, no power/heat savings from the chip itself) Good News = Sony claims that even without the newer 65nm Cell BE chip, watts went down from about 200 to 140. Now, imagine how many more watts will be saved once the 65nm actually does replace the 90nm !!! |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
A updated posting from The Inquirer: "Whilst previous rumours of an 65nm PS3 were seemingly quashed by Sony at a later date, it seems that Sony hadn't been 100 per cent truthful. In an interview with Japanese site AV Watch, Sony Computer Entertainment President and CEO Kaz Hirai has given the final word on the new console's innards. It seems the 40GB PS3s out there, do have 65nm CPUs - coupled with vanilla 90nm GPUs (the PS3 RSX chip). This fully explains the reduced power consumption numbers posted by the new 40GB PS3, which left many scratching their heads once Sony dismissed earlier rumours of a die shrink." A sort of "good news / bad news" report from Engadget: |
zombie67 [MM] Send message Joined: 11 Feb 06 Posts: 316 Credit: 6,621,003 RAC: 0 |
Great news! No need to install linux on the HD of the PS3 any more. PS3GRID now has a "live" version you run off of a usb thumb drive, just like you would do with any linux live CD. This "live" thumb drive works with any other projects with PS3 apps like yoyo@home. http://www.ps3grid.net/PS3GRID/forum_thread.php?id=99 Reno, NV Team: SETI.USA |
Dotsch Send message Joined: 12 Feb 06 Posts: 111 Credit: 241,803 RAC: 0 |
Someone on SETI@home created a non-SPE app, but I haven't seen any further development with it since S@H moved to multibeam. The SETI PS3 application is a SPE version, too. |
The_Bad_Penguin Send message Joined: 5 Jun 06 Posts: 2751 Credit: 4,271,025 RAC: 0 |
I've just completed re-allocating the resource share among my Boinc projects. I was doing virtually 100% Simap for awhile, now thats down to about 50%. I'm giving Rosie about a 25% resource allocation. And, for the record, I am willing to put my money where my mouth is: A perfect place to post the wonderful news that as of 12:52 p.m. on January 4, 2008, I am now the proud parent of twins, a "boy" and a "girl"... I am already planning the purchase of a third ps/3. Defeat Censorship! Wikileaks needs OUR help! Learn how you can help (d/l 'insurance' file), by clicking here. "Whoever would overthrow the liberty of a nation must begin by subduing the freeness of speech" B. Franklin |
Michael G.R. Send message Joined: 11 Nov 05 Posts: 264 Credit: 11,247,510 RAC: 0 |
It's very cool that you are purchasing a lot of crunching power and dedicating it to life science DC projects. I also wish that Rosetta would add things like SSE/SSE2/etc and PS3/GPU support, but I also understand that it is a research project that is constantly changing the scientific part of the code and that - unlike some other projects with fairly stable scientific code - the best way to get results might not always be to to speed up the crunching. Spending time writing better scientific code can have more value than spending time optimizing for SSE or porting to GPU because it allows the code to do things that it couldn't otherwise do, even with more FLOPS, and thus can help discover medical breakthroughs. Of course in a perfect world the Rosetta team would be doing both the scientific and optimizations at the same time, but I can understand that they might not be able to do both, or that it might be progressing slower than I might like. I do wish the project people would communicate a bit better as far as optimizations go, though. Just giving us a status update would be much appreciated. |
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