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Guru3D.com » News » Nvidia GP100 GPU architecture recap - full GPU has 3840 Shader processors

Nvidia GP100 GPU architecture recap - full GPU has 3840 Shader processors

by Hilbert Hagedoorn on: 04/12/2016 09:19 AM | source: | 47 comment(s)
Nvidia GP100 GPU architecture recap - full GPU has 3840 Shader processors

Last week Nvidia announced the GP100 GPU powering the Tesla P100 HPC module. More rumors are surfacing about GP104 as well. Since the full block diagrams for Gp100 are now available, we can also tell what a full GP100 looks like when fully enabled, in this post a little recap on the GP100 architecture and its positioning. 

This year several GPUs are going to be released from Nvidia, all based on their new Pascal architecture in a wide variety of segments in the market channels. For consumers the first wave of graphics cards it will be the GP104 GPU, these are empowering the high-end products like 'GTX 980' class products, the current rumor is that the new GTX 1070 and 1080 albeit with a bit of weird Full HD like naming, will use that chip. These should be announced during Computex time in June with availability in the summer (likely July). 

Then there is big Pascal, the big daddy Nvidia GPU developed under GPU codename GP100. This is the GPU that will empower (for the consumer side) the enthusiast class products e.g. the Titan etc. Make no mistake, this product will not launch anytime soon for consumers. Expect at the very best a launch late this year closer to the Christmas season, likely even later in Q1/Q2 2017 (we think). 

All Pascal products are based on a 16nm FinFet design and the GP100 in particular comes with stacked HBM2 (16GB in four stacks). The Pascal based GPU driving the unit holds 15 Billion transistors which is roughly double that of the current biggest Maxwell chip. Gp100 is huge at 600mm^2. The prognosis performance (according to Nvidia) is 5.3TFLOPS using 64-bit floating-point numbers and is rated at 10.6TFLOPS using 32-bit and 21.2TFLOPS using 16-bit. P100 has 4MB of L2 cache and 14MB of shared memory for just the register file. The following table provides a high-level comparison of Tesla P100 specifications compared to previous-generation Tesla GPU accelerators, however I added the GP100 as a fully enabled product:

Tesla Products Tesla K40 Tesla M40 Tesla P100 GP100
GPU GK110 (Kepler) GM200 (Maxwell) GP100 (Pascal) GP100 (Pascal)
SMs 15 24 56 60
TPCs 15 24 28 30
FP32 CUDA Cores / SM 192 128 64 64
FP32 CUDA Cores / GPU 2880 3072 3584 3840
FP64 CUDA Cores / SM 64 4 32 32
FP64 CUDA Cores / GPU 960 96 1792 1920
Base Clock 745 MHz 948 MHz 1328 MHz ~1328 MHz
GPU Boost Clock 810/875 MHz  1114 MHz 1480 MHz ~1480 MHz
Texture Units 240 192 224 240
Memory Interface 384-bit GDDR5 384-bit GDDR5 4096-bit HBM2 4096-bit HBM2
Memory Size Up to 12 GB Up to 24 GB 16 GB 16 GB
L2 Cache Size 1536 KB 3072 KB 4096 KB 4096 KB
Register File Size / SM 256 KB 256 KB 256 KB 256 KB
Register File Size / GPU 3840 KB 6144 KB 14336 KB 14336 KB
TDP 235 Watts 250 Watts 300 Watts ~300 Watts
Transistors 7.1 billion 8 billion 15.3 billion 15.3 billion
GPU Die Size 551 mm² 601 mm² 610 mm² 610 mm²
Manufacturing Process 28-nm 28-nm 16-nm 16-nm

As the block diagram now shows, the GP100 features six graphics processing clusters (GPCs). Just look at the diagram and count along with me - each GPC holds 10 streaming multiprocessors (SMs) and then each SM has 64 CUDA cores and four texture units. Do the math and you'll reach 640 shader processors per GPC and 3840 shader cores with 240 texture units in total.

  • 6 (GPC) x (10x64) = 3840 Shader processor units in total.

Meaning the GP100 used on the Tesla P100 is not fully enabled. Nvidia is known to out GPU that have disabled segments, it helps them selling different SKUs, the Tesla P100 holds a shader count of 3584 and thus has 56 SMs enabled (from the 60).

GP100’s SM incorporates 64 single-precision (FP32) CUDA Cores. In contrast, the Maxwell and Kepler SMs had 128 and 192 FP32 CUDA Cores, respectively. The GP100 SM is partitioned into two processing blocks, each having 32 single-precision CUDA Cores, an instruction buffer, a warp scheduler, and two dispatch units. While a GP100 SM has half the total number of CUDA Cores of a Maxwell SM, it maintains the same register file size and supports similar occupancy of warps and thread blocks.GP100’s SM has the same number of registers as Maxwell GM200 and Kepler GK110 SMs, but the entire GP100 GPU has far more SMs, and thus many more registers overall. This means threads across the GPU have access to more registers, and GP100 supports more threads, warps, and thread blocks in flight compared to prior GPU generations.

Since the graphics memory is on-die HBM2, the VRAM amount is fixed. That means that ALL GP100 products will get 16GB of memory. HBM2 will run a wide 4096-bit HBM2 (1024 bit per IC stack) memory interface running an effective bandwidth anywhere up-to a full 1 TB/s.

This is a big chip, very big at 600mm^2 hence it is interesting to see that 16nm can offer a lot in terms of clock frequency, The Tesla P100 is an enterprise part that ends up in servers, however this part already is clocked at 1328 MHz with Boost capabilities towards a frequency of 1480 MHz. Combined the TDP still remains to be under 300W. 



Nvidia GP100 GPU architecture recap - full GPU has 3840 Shader processors Nvidia GP100 GPU architecture recap - full GPU has 3840 Shader processors




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ScoobyDooby
Senior Member



Posts: 7114
Joined: 2004-10-01

#5257254 Posted on: 04/13/2016 01:32 AM
Like the 980ti, once the 1080ti releases, I will grab the first one I can get, stock, and throw a waterblock on it. Done and done.

-Tj-
Senior Member



Posts: 17415
Joined: 2012-05-18

#5257257 Posted on: 04/13/2016 01:43 AM
I've meant 2xfp32 operations with: 1 on fp32-core and 1 on fp64-core.

I think it's impossible to compute 2xfp32 on a single fp64 in one cycle.

Ofcourse it will have limited bandwidth. But its likely a gain with so much fp64 cores. Like having a titan-x-vanta on top of your gpu.

Dispatcher: if it can feed fp32-multiplication, then it can feed fp32-division and fp64-multiplication, both division could be even easier I suppose. Ofcourse fp64 addition and fp32 addition at the same time could be bottlenecked by dispatcher.

You can't really mix fp32 and fp64 or use fp64 to convert into 2x fp32 or use fp64 along with fp32 at the same time.. Each is a separate and does its own job.



This is not Intel/AMD cpu AVX/SSE that can do 256bit or combine 2x128bit or split 128bit into 2x64bit..

Ieldra
Senior Member



Posts: 3490
Joined: 2007-01-27

#5257264 Posted on: 04/13/2016 02:07 AM
Like the 980ti, once the 1080ti releases, I will grab the first one I can get, stock, and throw a waterblock on it. Done and done.


Really? Stock? No custom pcb, those go a long way man.

PrMinisterGR
Senior Member



Posts: 7975
Joined: 2014-09-27

#5257289 Posted on: 04/13/2016 03:14 AM
yeah I remember fast inverse sqrt !

wasn't quake 3! way older, or maybe it was... Wasn't quake 3 released in like 2006
that wasn't from id though, they stole the idea from someone else

I've read somewhere that fast inverse sqrt was first used before 1990 in a chemistry modeling software(Algorithms look similar but magic number changes.).

That was even before 80286? Math operations were so slow, people were getting results from memory look-up-tables instead of calculating on cpu.

SFU cores in a gpu must be using a very fast look up table to calculate sqrt faster than that quake thing. I tested on my hd7870, hardware function is faster than quake version.
Here it is:
Fast inverse square root (sometimes referred to as Fast InvSqrt() or by the hexadecimal constant 0x5f3759df) is a method of calculating x***8722;½, the reciprocal (or multiplicative inverse) of a square root for a 32-bit floating point number in IEEE 754 floating point format. The algorithm was probably developed at Silicon Graphics in the early 1990s, and an implementation appeared in 1999 in the Quake III Arena source code, but the method did not appear on public forums such as Usenet until 2002 or 2003. (There is a discussion on the Chinese developer forum CSDN back in 2000.) At the time, the primary advantage of the algorithm came from avoiding computationally expensive floating point operations in favor of integer operations. Inverse square roots are used to compute angles of incidence and reflection for lighting and shading in computer graphics.

alxtorrentazos
Senior Member



Posts: 236
Joined: 2007-10-08

#5257308 Posted on: 04/13/2016 06:18 AM
All this power in a piece of silicon just to play bad console ports.......sigh!
Let´s see how it improves the VR before jumping the gun.

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