08Explain occupancy and register pressure: launch bounds, spills, the calculator, and why 50% occupancy can beat 100%.▼mediumNewNVIDIA4 repliesunlockedOccupancy is how many warps an SM holds against its maximum, and it is a means, not an end. The arithmetic from registers per thread to resident warps, the launch bound that caps registers and the spills that follow, the profiler's occupancy view, and the kernel where halving occupancy doubled speed.Open full answer →
13Sum 100 million floats on the GPU as fast as the hardware allows. Write the kernel and justify each step.▼mediumNewNVIDIA4 replies○ sign inA sum reads every byte once and does one add per element, so the only question is whether you reach the bandwidth ceiling. The ceiling in milliseconds, four versions from an atomic per element to warp shuffles with sixteen loads in flight, and the bytes-in-flight math behind the last jump.Open full answer →