GPU Acceleration

GPU: Graphics Processing Unit

Latest papers 125

Date pendingcs.PF

Dynamic Expert Quantization for Scalable Mixture-of-Experts Inference

Mixture-of-Experts (MoE) has become a practical architecture for scaling LLM capacity while keeping per-token compute modest, but deploying MoE models on a single, memory-limited GPU remains difficult because expert weights dominate the HBM footprint. Existing expert offloading and prefetching systems reduce the resident set, yet they often pay expert-loading costs on the critical path when activation becomes dense. Post-training quantization (PTQ) lowers the footprint without transfers, but prevailing pipelines fix expert bit-widths offline and assume routing remains stable, even though MoE expert utilization is heavy-tailed and the hot set can shift across workloads. We present DynaExq, a runtime-aware mixed-precision serving system that treats single-GPU MoE inference under a hard HBM envelope as an online, budget-constrained precision allocation problem. The key insight is to keep the experts that dominate runtime traffic resident at higher precision, while maintaining a low-precision fallback for the remaining experts, so the system can reduce transfer volume and avoid the waiting latency that limits offloading and prefetching under dense activation. DynaExq estimates long-horizon expert hotness from router traces, selects a per-layer high-precision resident set via a budget-feasible top-nn rule, and applies promotions and demotions asynchronously through stable expert handles so the forward pass always executes on a fully materialized expert version. Across Qwen3-MoE-30B/80B and six benchmarks, DynaExq improves accuracy over static PTQ on Qwen3-80B (73.09% to 77.57%) under comparable device-memory budgets and achieves up to 2.73x higher throughput than offloading/prefetch baselines at batch size 32.
Date pendingcs.LG

FluxMoE: Decoupling Expert Residency for High-Performance MoE Serving

Mixture-of-Experts (MoE) models have become mainstream for scaling language models to hundreds of billions of expert parameters. Despite sparse expert activation, existing inference engines keep all experts GPU-resident, crowding out the key-value cache in large-batch, long-output offline workloads. We present FluxMoE, which decouples experts from physical GPU residency and adapts their footprint to available memory through a new \emph{expert paging} abstraction. FluxMoE combines PagedTensor for transparent remapping, a bandwidth-balanced hierarchy spanning losslessly compressed GPU memory and host DRAM, and a budget-aware residency planner. Unlike CPU-GPU co-inference and whole-layer offloading, FluxMoE streams weights on demand while keeping expert computation on GPUs. We implement FluxMoE atop vLLM and evaluate it on three MoE models. For GLM-4.5 on 8×\timesH20 GPUs, FluxMoE delivers up to 7.2×\times vLLM's throughput and 79.0% lower average Time-Per-Output-Token (TPOT), without measurable model-quality loss using lossless compression. For Mixtral-8×\times7B-Instruct on 2×\timesL40S GPUs, where weight-resident vLLM cannot fit, FluxMoE delivers 4.3×\times KTransformers's throughput and 29.1% lower average TPOT.
Date pendingcs.AR

FP8 is All You Need (Part 1): Debunking Hardware FP64 as the HPC Holy Grail (Sep 3rd version)

We argue that on AI-optimised GPUs of the NVIDIA B300 generation and beyond, the FP8 tensor-core matrix operation, composed through CRT-based Ozaki Scheme II, can serve as the dominant matrix-work substrate for the surveyed matrix-dominated FP64 kernel classes at FP64-grade accuracy, with native FP64 recast from a hardware requirement into a derived accuracy guarantee. The claim is conditional: the FP8 op is the candidate dominant multiplication substrate, with a bounded auxiliary set of integer deconstruction/reconstruction work, FP32/Kulisch reductions, data movement and a native-FP64 fallback, organised as a hierarchy from the FP8 op through Ozaki II and the Berkeley dwarfs to applications. The instrument is the Tensor-Memory Equilibrium (TME) model, a Roofline extension with four parameters (compute multiplier α=3r+1\alpha=3r+1, bandwidth multiplier β\beta, reconstruction cost γ\gamma, and the per-input deconstruction cost cqc_q identified in an NVIDIA review) under which, at its upper bound, the reduction to FP8 costs no performance against an ideal native-FP64 machine of equal bandwidth. On-chip tile fusion drives β→1\beta \to 1; the deconstruction term sets a threshold intensity below which emulation is conversion-bound. At the fused, engineered-cqc_q bound every surveyed class reaches the memory roof, with two priced exceptions: large dense-square DGEMM sits at a deconstruction floor near 0.50 of the FP8 arithmetic roof (about 235 of 473 TFLOPS on the NVIDIA Rubin GPU), a liftable co-design coordinate, and the 3-D FFT is walled by a per-output integer epilogue at 4.94.9-6.7×6.7\times its roof in software, recoverable with minor hardware and one moderate ask. Ozaki II lifts the emulated FP64 ceiling from ≈1.3\approx 1.3 to ≈135\approx 135 TFLOPS on B300 and ≈473\approx 473 on Rubin; three deconstruction-path hardware options are given; constants are engine-checked.
Date pendingcs.LG

UltraQuant: 4-bit KV Caching for Context-Heavy Agents

Context-heavy agents place substantial pressure on the key-value (KV) cache: long prefixes are reused across many short turns, while concurrency determines whether the serving system can keep GPUs utilized. We study 4-bit KV-cache compression for this setting, using TurboQuant-style rotation and codebook quantization as a quality anchor and vLLM FP8 KV caching as the deployment anchor. We report three contributions. First, we frame 4-bit KV caching around multi-round agent workloads where task quality, cache residency, and serving throughput must be measured jointly. Second, we describe the practical design choices needed to make the 4-bit path robust, including asymmetric K/V treatment, Walsh-Hadamard rotation, QJL removal, and block-scale variants. Third, we present serving optimizations on AMD GPUs, including optimized decode-attention kernels and UltraQuant, an FP4 approximation path that uses FP8 queries, FP4 KV tensors, UE8M0 group scales, and native scaled-MFMA support on CDNA4. On an adaptive-SLO replay of production Claude Code traces, UltraQuant sustains 2.71x (MiniMax-M2.5) and 4.38x (Qwen3-235B) the qualified-request throughput of the BF16 baseline, matching or exceeding hardware FP8 KV while using half the KV bytes. UltraQuant delivers its largest gains in long-context, high-concurrency, memory-constrained serving regimes.
Date pendingcs.MS

FP8 is All You Need (Part 2): Full-FP64 3-D FFT on FP8-Generation Tensor CoresThe Integer-Epilogue Wall and the Minimal Hardware That Would Remove It

The NVIDIA Blackwell Ultra (B300) GPU cuts FP64 vector throughput ∼30×\sim 30\times while multiplying FP8 tensor throughput. After the recovery of FP64 GEMM via Ozaki Scheme II on FP8 tensor cores and the Tensor-Memory Equilibrium model of the companions ("FP8 is All You Need, Part 1" and "Ozaki 2.5") we ask whether the fifth canonical HPC primitive, the full-FP64 102431024^3 3-D FFT, can be carried by the same substrate, and answer with a design and its limit. It is a Bailey six-step transform with no FP64 arithmetic: FP8-tensor DFT GEMMs with fused twiddles, residue-domain Karatsuba combines and exact CRT reconstruction whose bulk is a small GEMM on the FP16 tensor path and whose remainder is a Kulisch fixed-point accumulation with a two-sided modulo-MM lift, so the only rounding is the final conversion; constants are machine-generated and verified bit-exactly. The central finding: the binding resource is not floating point but a per-output integer epilogue with floor (cepi/8),Bmem(c_{\rm epi}/8),B_{\rm mem}, cepi≈203c_{\rm epi} \approx 203-281281 instructions per output: on B300 it holds the transform at 63-87 ms against a 12.9 ms roof (4.94.9-6.7×6.7\times short); at most 1.31.3-1.9×1.9\times faster than the collapsed native path, possibly no faster at realised issue rates; no software route reaches the roof; on the NVIDIA Rubin GPU emulation loses 88-11×11\times. An FP32 variant meets the same wall: the cause is per-scalar reconstruction, not FP64. Each floor term names its remedy: the NVIDIA B200 GPU's INT8 tensor core restored with a position-weighted cross-column accumulation primitive, a load-path deconstruction datapath shared with the companions, two ISA idioms and modular reduction at the MMA output give 16.0-23.5 ms with minor hardware and 12.9-15.0 ms with one moderate ask. All figures are projected floors, not measurements, with sensitivities and the FP8 layout condition given.