-
Notifications
You must be signed in to change notification settings - Fork 73
Limit cast fanout #1196
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: main
Are you sure you want to change the base?
Limit cast fanout #1196
Conversation
@thomasywang has exported this pull request. If you are a Meta employee, you can view the originating diff in D82320948. |
0df3eda
to
1c9ab6c
Compare
@thomasywang has exported this pull request. If you are a Meta employee, you can view the originating diff in D82320948. |
Summary: ActorMesh's shape might have large extents on some dimensions. Those dimensions would cause large fanout in our comm actor implementation. To avoid that, we reshape it by increasing dimensionality and limiting the extent of each dimension. Note: the reshape is only visibility to the internal algorithom. Theshape that user sees maintains intact. For example, a typical shape is [hosts=1024, gpus=8]. By using limit 8, it becomes [8, 8, 8, 2, 8] during casting. In other words, it adds 3 extra layers to the comm actor tree, while keeping the fanout in each layer at 8 or smaller. The limit for cast fanouts will be configured by the key `CASTING_FANOUT_SIZE` which is currently set to 0 as default disabling the feature. Differential Revision: D82320948
1c9ab6c
to
a510ef1
Compare
@thomasywang has exported this pull request. If you are a Meta employee, you can view the originating diff in D82320948. |
a510ef1
to
5aa5751
Compare
@thomasywang has exported this pull request. If you are a Meta employee, you can view the originating diff in D82320948. |
Summary: ActorMesh's shape might have large extents on some dimensions. Those dimensions would cause large fanout in our comm actor implementation. To avoid that, we reshape it by increasing dimensionality and limiting the extent of each dimension. Note: the reshape is only visibility to the internal algorithom. Theshape that user sees maintains intact. For example, a typical shape is [hosts=1024, gpus=8]. By using limit 8, it becomes [8, 8, 8, 2, 8] during casting. In other words, it adds 3 extra layers to the comm actor tree, while keeping the fanout in each layer at 8 or smaller. The limit for cast fanouts will be configured by the key `CASTING_FANOUT_SIZE` which is currently set to 0 as default disabling the feature. Differential Revision: D82320948
5aa5751
to
bab822e
Compare
@thomasywang has exported this pull request. If you are a Meta employee, you can view the originating diff in D82320948. |
Summary: ActorMesh's shape might have large extents on some dimensions. Those dimensions would cause large fanout in our comm actor implementation. To avoid that, we reshape it by increasing dimensionality and limiting the extent of each dimension. Note: the reshape is only visibility to the internal algorithom. Theshape that user sees maintains intact. For example, a typical shape is [hosts=1024, gpus=8]. By using limit 8, it becomes [8, 8, 8, 2, 8] during casting. In other words, it adds 3 extra layers to the comm actor tree, while keeping the fanout in each layer at 8 or smaller. The limit for cast fanouts will be configured by the key `CASTING_FANOUT_SIZE` which is currently set to 0 as default disabling the feature. Differential Revision: D82320948
Summary: ActorMesh's shape might have large extents on some dimensions. Those dimensions would cause large fanout in our comm actor implementation. To avoid that, we reshape it by increasing dimensionality and limiting the extent of each dimension. Note: the reshape is only visibility to the internal algorithom. Theshape that user sees maintains intact. For example, a typical shape is [hosts=1024, gpus=8]. By using limit 8, it becomes [8, 8, 8, 2, 8] during casting. In other words, it adds 3 extra layers to the comm actor tree, while keeping the fanout in each layer at 8 or smaller. The limit for cast fanouts will be configured by the key `CASTING_FANOUT_SIZE` which is currently set to 0 as default disabling the feature. Differential Revision: D82320948
Summary: ActorMesh's shape might have large extents on some dimensions. Those dimensions would cause large fanout in our comm actor implementation. To avoid that, we reshape it by increasing dimensionality and limiting the extent of each dimension. Note: the reshape is only visibility to the internal algorithom. Theshape that user sees maintains intact. For example, a typical shape is [hosts=1024, gpus=8]. By using limit 8, it becomes [8, 8, 8, 2, 8] during casting. In other words, it adds 3 extra layers to the comm actor tree, while keeping the fanout in each layer at 8 or smaller. The limit for cast fanouts will be configured by the key `CASTING_FANOUT_SIZE` which is currently set to 0 as default disabling the feature. Differential Revision: D82320948
bab822e
to
775fea1
Compare
@thomasywang has exported this pull request. If you are a Meta employee, you can view the originating diff in D82320948. |
Summary: ActorMesh's shape might have large extents on some dimensions. Those dimensions would cause large fanout in our comm actor implementation. To avoid that, we reshape it by increasing dimensionality and limiting the extent of each dimension. Note: the reshape is only visibility to the internal algorithom. Theshape that user sees maintains intact. For example, a typical shape is [hosts=1024, gpus=8]. By using limit 8, it becomes [8, 8, 8, 2, 8] during casting. In other words, it adds 3 extra layers to the comm actor tree, while keeping the fanout in each layer at 8 or smaller. The limit for cast fanouts will be configured by the key `CASTING_FANOUT_SIZE` which is currently set to 0 as default disabling the feature. Differential Revision: D82320948
Summary:
ActorMesh's shape might have large extents on some dimensions. Those dimensions would cause large fanout in our comm actor
implementation. To avoid that, we reshape it by increasing dimensionality and limiting the extent of each dimension. Note: the reshape is only visibility to the internal algorithom. Theshape that user sees maintains intact.
For example, a typical shape is [hosts=1024, gpus=8]. By using limit 8, it becomes [8, 8, 8, 2, 8] during casting. In other words, it adds 3 extra layers to the comm actor tree, while keeping the fanout in each layer at 8 or smaller.
The limit for cast fanouts will be configured by the key
CASTING_FANOUT_SIZE
which is currently set to 0 as default disabling the feature.Differential Revision: D82320948