CPUs can be oversubscribed if so designed.
POWER9 had SMT4 and SMT8, (4-threads per core and 8-threads per core, respectively). SMT8 is basically GPU-level throughput / threading. SMT4 is probably a better medium between x86 (2-threads per core) and the craziness that is GPUs.
> - Register renaming
> - Out of order execution
These are one and the same. Tomasulo's Algorithm is the key thing to understand here: https://en.wikipedia.org/wiki/Tomasulo_algorithm
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I'd describe modern CPUs to be pipelined (break up instructions to help parallelize fetch/decode/execution), superscalar (multiple execution pipelines in parallel), out-of-order (renaming / retirement units with Tomasulo's algorithm), branch predicted, speculative processors with virtual memory and MESI-like algorithms to enable cache-coherence / multicore.
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I basically agree with your post. Just clarifying a few points. My mental model of CPUs / GPUs seems to match yours.
GPUs are more likely to have more exotic features than you'll see on a CPU to deal with things like thread coordination and cache coherence, but there's nothing fundamentally stopping CPUs from adding that (or wanting that) as well.
That is an interesting point, how does that work (especially with the dynamics of ray tracing)? Do they recombine under utilized wavefronts or something?
CPUs have extremely flexible pipelines: Intel's pipeline 0 and 1 basically can do anything, pipeline 5 can do most stuff but is missing division IIRC (and a few other things). Load/store are done on some other pipelines, etc. etc.
Apple's and AMD's CPU pipelines are more symmetrical and uniform.
NVidia GPUs are the only superscalar ones I can think of, aside from AMD GPU's scalar vs vector split (which isn't really the "superscalar" operation I'm trying to describe).
That doesn’t improve the performance of a well behaved and well written compute shader. But avoiding hard hangs IMO deserves the label “improved thread divergence.”
Bigger differences are the instruction counter per thread since volta on nvidia (which I think is a terrible feature) and that forward progress guarantees are stronger on nvidia (those are _really_ helpful but expensive).
> which I think is a terrible feature <> those are _really_ helpful but expensive
Guaranteed forward progress is a direct consequence of having an instruction counter per thread???
Or so I thought. How else would an SM be able to know the PC of a group of threads that wasn’t stuck?
AMD GCN was 64 threads/wavefront. NVidia always was 32 threads/warp.
AMD's newest consumer cards RDNA and RDNA2 are 32 threads/wavefront. However, GCN lives on with CDNA (MI200 supercomputer chips), with 64 threads/wavefront architecture.
Intel had such a huge advantage in compute capabilities on their CPU for the last 7 years, and they have effectively wasted it... by locking it behind boutique Xeon CPUs.
AMD is coming out with AVX512 support in Zen4 and that's that. No more advantage to Intel. Unless Intel re-enables AVX512, they'll feel behind AMD on important tasks / benchmarks (Matlab, Blender, etc. etc.)
CPUs do minimize latency by:
- Register renaming
- Out of order execution
- Branch prediction
- Speculative execution
They should not be over subscribed as they have to context switch by storing / loading registers and the cache coherence protocols scale badly with more threads.
GPUs on the other hand maximize throughput by:
- A lot more memory bandwidth
- Smaller and slower cores, but more of them
- Ultra threading (the massively over subscribed hyper threading the video mentions)
- Context switching between wavefronts (basically the equivalent of a CPU thread), just shifts the offset into the huge register file (no store and load)
The one area in which CPUs are getting closer to GPUs is SIMD / SIMT. CPUs used to be able to apply one instruction to a vector of elements without masking (SIMD). In ARM SVE and x86 AVX-512 they can now (like GPUs) mask out individual lanes (SIMT) for ALU operations and memory operations (gather load / scatter store).