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Oct 16

GPU-Initiated Communication: Dissecting Down to the Bone

GPU-initiated communication lets GPU threads post RDMA operations directly to the NIC. It underpins NVSHMEM, NCCL GIN, and DeepEP, which serve the fine-grained, latency-critical communication of Mixture-of-Experts (MoE) models, yet its performance characteristics and optimizations remain scarcely documented beyond source code, and library comparisons fail to separate the costs of the hardware mechanism from those of the library around it. This paper dissects GPU-initiated communication at the GPU-NIC boundary. We first detail the GPU-side network path: queue placement, work-request construction, doorbell ordering, and completion semantics. We then introduce mini-gda and mini-proxy, minimal transports for the GPU and CPU-proxy submission paths, and measure them alongside NVSHMEM IBGDA, NCCL GIN, DeepEP, UCCL-EP, MSCCL++, and fabric-lib on NVIDIA H100, H200, B200, and GB200 platforms. A minimal GPU path issues an operation in 0.7 μs and completes in 4.0 μs; libraries add up to 4.6 μs of issue time through queue management, memory ordering, and completion scope, and issue time scales with the SM clock. A tuned CPU proxy matches or beats the GPU path at idle, at the cost of a dedicated core whose operating state sets its latency and throughput. On either path, sharing a queue with bulk traffic raises latency by one to three orders of magnitude. Reaching the 260 M msg/s ceiling of our InfiniBand platform requires doorbell batching and queue parallelism, and both have resource costs: communication code can reduce GPU block residency even when unused, and all-to-all traffic loses 59% of its NIC message rate at about 3,000 active connections. The submission path alone therefore does not predict communication performance. Our experiment code and results are available at https://github.com/ParCoreLab/Dissecting-GPU-Communication-Experiments.

  • 4 authors
·
Sep 30

Holmes: Towards Distributed Training Across Clusters with Heterogeneous NIC Environment

Large language models (LLMs) such as GPT-3, OPT, and LLaMA have demonstrated remarkable accuracy in a wide range of tasks. However, training these models can incur significant expenses, often requiring tens of thousands of GPUs for months of continuous operation. Typically, this training is carried out in specialized GPU clusters equipped with homogeneous high-speed Remote Direct Memory Access (RDMA) network interface cards (NICs). The acquisition and maintenance of such dedicated clusters is challenging. Current LLM training frameworks, like Megatron-LM and Megatron-DeepSpeed, focus primarily on optimizing training within homogeneous cluster settings. In this paper, we introduce Holmes, a training framework for LLMs that employs thoughtfully crafted data and model parallelism strategies over the heterogeneous NIC environment. Our primary technical contribution lies in a novel scheduling method that intelligently allocates distinct computational tasklets in LLM training to specific groups of GPU devices based on the characteristics of their connected NICs. Furthermore, our proposed framework, utilizing pipeline parallel techniques, demonstrates scalability to multiple GPU clusters, even in scenarios without high-speed interconnects between nodes in distinct clusters. We conducted comprehensive experiments that involved various scenarios in the heterogeneous NIC environment. In most cases, our framework achieves performance levels close to those achievable with homogeneous RDMA-capable networks (InfiniBand or RoCE), significantly exceeding training efficiency within the pure Ethernet environment. Additionally, we verified that our framework outperforms other mainstream LLM frameworks under heterogeneous NIC environment in terms of training efficiency and can be seamlessly integrated with them.

  • 8 authors
·
Dec 6, 2023

The Price of Anarchy in Disaggregated Inference

Disaggregated inference architectures physically separate prefill and decode phases onto distinct GPU pools, creating competing "agents" that share a fixed hardware budget. We provide, to our knowledge, the first formal game-theoretic analysis of this architecture, using NVIDIA Dynamo as a concrete case study. We model disaggregated serving as three coupled games: a two-player resource game between prefill and decode pools, a selfish caching game over the hierarchical KV cache, and a congestion game with positive externalities for request routing. We empirically validate the latter two; the P/D resource game is treated analytically (Section 9.2). We characterize how GPU saturation induces regime transitions that shift the game's payoff structure: below saturation, selfish behavior has bounded Price of Anarchy (PoA); at saturation, superlinear latency and cache externalities drive our empirical estimator PoA-hat (defined in Section 6.4) upward. Based on this analysis, we design an adaptive controller that detects saturation transitions in real time and adjusts routing parameters accordingly, shifting from cache-affinity exploitation to load-balanced congestion avoidance. We instantiate our framework on a 3-node NVIDIA B200 cluster running Dynamo with two models, Nemotron-4-340B (TP=8, full-node workers with cross-InfiniBand KV transfers) and Llama-3.1-70B (TP=4), and find the same three-regime PoA-hat structure with the same first post-knee grid point (C=128) on both models. Adaptive routing shifts each model to a better operating point. Our strongest result is on the 70B 1P/5D topology, where PoA-hat drops 3.1x (66.4 to 21.5) in the saturated phase at a 13% throughput cost. On the 70B 1P/2D, PoA-hat drops 2.2x and TTFT P99 drops 7.6x (see Section 8.5).

  • 1 authors
·
Jun 10 1