Scientific Computing Using Consumer Video-Gaming Hardware Devices
Center for Scientific Computation & Visualization Research, University of Massachusetts Dartmouth, North Dartmouth, MA 02747 USA
arXiv:1607.05537 [physics.comp-ph], (19 Jul 2016)
@article{volkema2016scientific,
title={Scientific Computing Using Consumer Video-Gaming Hardware Devices},
author={Volkema, Glenn and Khanna, Gaurav},
year={2016},
month={jul},
archivePrefix={"arXiv"},
primaryClass={physics.comp-ph}
}
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.
July 20, 2016 by hgpu