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ZEUS-MP vs. ZEUS-3D Scaling Studies
by
streeter
—
last modified
2007-03-30 04:07
- CODES:ZEUS-MP version 1.2 vs. ZEUS-3D version 3.4.2
- MACHINES (Jump to performance data):
- PROBLEM: Blast -- the expansion of a hot sphere of plasma into
an initially uniform medium (Sedov-Taylor Blast Wave).
- GEOMETRY: Cartesian XYZ
- GRIDS: For ZEUS-MP, the full grid is uniform and evenly partitioned
into 3-D "tiles", with each process is assigned to 1 tile.
For ZEUS-3D, the full grid is also uniform, but the partitioning is
done automatically by the compiler.
- ALGORITHMS: ZEUS-MP uses MPI to pass messages; ZEUS-3D uses
shared memory.
- COMMUNICATION: The ZEUS codes evolve the equations of ideal
hydrodynamics via a multistep, time-explicit method. After each of the
six substeps is performed, some updated values of the field variables
must be exchanged between processes. The messages consist of the values
of one field variable for each zone in one plane. For a 32-cubed tile
size, the message length is actually 37 * 37 * 8 B = 10952 B, because
there are 5 extra layers of zones for storing boundary data (ghost zones).
At the end of each timestep, a global reduction operation is performed
to determine the size of the next timestep. The messages passed are
just two (double) words. For pure hydro or even MHD, the computations
performed to evolve the field variables in each substep consist entirely
of algebraic expressions (i.e., no linear systems to solve). Thus, the
computational work to be done is relatively small and scales linearly
with the total number of mesh zones.
- PRECISION: Single precision on Crays (64-bits), DOUBLE PRECISION
on others.
- DATA: In the tables below, "tused" is the CPU seconds
used by the master process in computing the evolution (some system and
ZEUS overhead is excluded). The Zone-Cycles/sec is the total number
of mesh zones times the number of time steps divided by tused.
- TESTS: Two types of scaling studies are presented here. In
the first type, the size of the full mesh is scaled with the number
of processors, so that the amount of work (and memory) per processor
is constant. In the second type, the size of the full mesh is held constant
while the number of processors is increased. In this case, each processor
gets less and less work to do as the number of processes increases.
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