Scientific Computing Using Consumer Video-Gaming Hardware Devices release_xjqxkq7up5etfbr5hztqnqgoby

by Glenn Volkema, Gaurav Khanna

Released as a article .

2016  

Abstract

Commodity video-gaming hardware (consoles, graphics cards, tablets, etc.) performance has been advancing at a rapid pace owing to strong consumer demand and stiff market competition. Gaming hardware devices are currently amongst the most powerful and cost-effective computational technologies available in quantity. In this article, we evaluate a sample of current generation video-gaming hardware devices for scientific computing and compare their performance with specialized supercomputing general purpose graphics processing units (GPGPUs). We use the OpenCL SHOC benchmark suite, which is a measure of the performance of compute hardware on various different scientific application kernels, and also a popular public distributed computing application, Einstein@Home in the field of gravitational physics for the purposes of this evaluation.
In text/plain format

Archived Files and Locations

application/pdf  534.4 kB
file_5jvgzzjwmfdqnnhijqz2g3adge
arxiv.org (repository)
web.archive.org (webarchive)
Read Archived PDF
Preserved and Accessible
Type  article
Stage   submitted
Date   2016-07-19
Version   v1
Language   en ?
arXiv  1607.05537v1
Work Entity
access all versions, variants, and formats of this works (eg, pre-prints)
Catalog Record
Revision: 632c03c2-fd82-4758-923e-4750d2be8831
API URL: JSON