Show HN: Llama 3.1 70B on a single RTX 3090 via NVMe-to-GPU bypassing the CPU (github.com)
Hi everyone, I'm kinda involved in some retrogaming and with some experiments I ran into the following question: "It would be possible to run transformer models bypassing the cpu/ram, connecting the gpu to the nvme?"
This is the result of that question itself and some weekend vibecoding (it has the linked library repository in the readme as well), it seems to work, even on consumer gpus, it should work better on professional ones tho
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[ 2.7 ms ] story [ 64.8 ms ] threadNice work. PCI-P2P (GPU-Direct (tm)) is such great stuff. Cool to see!
One workup indicated it was theoretically possible to modify a piece of SGLang's routing layer to support JIT predict-ahead expert swaps from Gen5 NVMe storage straight into GPU memory.
I'm hoping that proves true. The setup relies on NVIDIA Dynamo, so NIXL primitives are available to support that.
Curious if anyone's tried this already.
And that's good because that increases democratization of AI away from the silos that are being created.
I wonder... what if the m.2 storage was actually DRAM? You probably don't need persistence for spilling a model off the GPU. How would it fare vs just adding more host memory? The m.2 ram would be less flexible, but would keep the system ram free for the CPU.
https://www.servethehome.com/hyper-scalers-are-using-cxl-to-...
I know you said you're involved in some retrogaming and were experimenting, but as someone who works in a world where hardware is pretty heavily abstracted away, even if I got into retrogaming I don't know that I'd consider that there may be a systems improvement lying around. Beyond the creative aspect, it feels like there is some systems and hardware background that helped put the idea together (and I'd be interested to go learn about of that systems/hardware knowledge myself).
The idea was basically to run a llm on a ps2, then I ran into some problems as the 32mb ram cap with 4mb vram cap; so I had to figure out a way to stream layers on the forward pass. Given that ps2 manages to give instructions directly to the vram that's capable of 32bit addresses, it gave an insane amount of tok/s, then I wondered if I could do the same on my puter