Scientific Computing Using Consumer Video-Gaming Hardware Devices
July 19, 2016 Β· Declared Dead Β· π arXiv.org
"No code URL or promise found in abstract"
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Authors
Glenn Volkema, Gaurav Khanna
arXiv ID
1607.05537
Category
physics.comp-ph
Cross-listed
cs.DC,
cs.ET,
cs.PF
Citations
0
Venue
arXiv.org
Last Checked
5 months ago
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.
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