Message boards :
Number crunching :
deadline is too short
Message board moderation
Author | Message |
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Send message Joined: 2 Jul 20 Posts: 1 Credit: 409,979 RAC: 0 |
My hardware is slow, so one task takes ~10 hours to complete. Due to the fact that the server sends several tasks at a time, the execution time increases to several tens of hours. However, the deadline is only 24 hours after receiving tasks. Because of this, I do not have time to pass the results in time. A possible solution is to split the tasks into smaller ones. You can also increase the deadline. Is it realistic to do any of this? P.S. I use an translator program to English so the text may be unnatural. |
Send message Joined: 25 Jun 20 Posts: 4 Credit: 3,501,110 RAC: 0 |
I also have a slow host that doesn't return work in time. Not meant to be a complaint, just hoping this info will be useful in changing some settings. |
Send message Joined: 24 Jun 20 Posts: 85 Credit: 207,156 RAC: 0 |
Due to the fact that the server sends several tasks at a time...The server sends as much work (and a little over) that what your client asks for. So if that's too much, then you'll have to adjust your work queue request values. But it'll fix itself as well, because BOINC will learn and when enough tasks go over the deadline BOINC will automatically ask for less work from this project. That can take several tens or hundreds of tasks though. My BOINC is set to as for 0 days of work and 0.1 days additional. This results in it getting 1 task at a time. And because of the speedy connection on both sides this results in a down time of mere seconds between tasks being uploaded and the next downloaded. |
Send message Joined: 25 Jun 20 Posts: 4 Credit: 3,501,110 RAC: 0 |
This results in it getting 1 task at a time. My situation is the same. It is a single work unit that doesn't complete in time. |
Send message Joined: 24 Jun 20 Posts: 85 Credit: 207,156 RAC: 0 |
But not always, that GPU did complete tasks in time with the older v1.12 and v2.00 applications. Just no longer with the nvidia_opencl v2.01 application. So that's something in the application that changed. I'll leave that to Hy to explain. The older applications allowed for the task to run way longer as well. Now you're capped at 49,470 seconds, while before it finished without problems in 55,981 and 80,314 seconds. |
Send message Joined: 25 Jun 20 Posts: 4 Credit: 3,501,110 RAC: 0 |
The older applications allowed for the task to run way longer as well. Now you're capped at 49,470 seconds, while before it finished without problems in 55,981 and 80,314 seconds. Indeed, I was about to paste such info when I saw your post. From Stderr output: <message>exceeded elapsed time limit 49469.66 (2000000.00G/40.43G)</message> |
Send message Joined: 14 Jun 20 Posts: 78 Credit: 1,321,619 RAC: 0 |
Yeah, I think we're going to experiment wiht multi-size, those Intel GPU jobs take their sweet time. Either that, or I'll just simply bump the deadlines up to 72 hours or something |
Send message Joined: 24 Jun 20 Posts: 85 Credit: 207,156 RAC: 0 |
Odd-Rod's troubles are with an Nvidia GT 740M GPU and the opencl_nvidia v2.01 application. Edit: Ah you meant the thread-starter. |
Send message Joined: 15 Jun 20 Posts: 74 Credit: 19,537,761 RAC: 0 |
I know mostly why it's failing now. The main thing is we actually fixed multi-vendor support and specifically disallowed your older Intel iGPUs because they would give major errors, hence the task aborting and timeouts now If the code doesn't give progress updates to BOINC now (it stalls/crashes), then there can be situations where this timeout happens. On Kaktwoos 1.12 you were only running the code on your Nvidia GPU (one task) On Kaktwoos 2.00 you had intel tasks, but because of the multi-vendor bug you had *Both* tasks running on your compatible Nvidia gpu (hence 80,000 seconds) at once rather than only Nvidia. Your Intel Graphics OpenCL is too old to run, and so we suggest that you reset the project in BOINC and re-get new tasks with the new enforced compatibility and fixes. Sadly, your Intel GPU will no longer be used, Odd-Rod. Just your Nvidia GPU. It never ran code in the first place from the tests I've seen. https://minecraftathome.com/minecrafthome/result.php?resultid=2476780 < Example of how your Nvidia GPU should be running https://minecraftathome.com/minecrafthome/result.php?resultid=2717247 < It says "Intel", but curiously it's the exact same speed as your Nvidia GPU https://minecraftathome.com/minecrafthome/result.php?resultid=2714458 < This Nvidia task's average time is much longer and slower than 1.12, because it had to run two tasks at once occasionally. https://minecraftathome.com/minecrafthome/result.php?resultid=2704553 < The fixed code, *but* our enforced compatibility wasn't set correctly on your system and so it ran old jobs on the right, but incompatible GPU (Intel). See all the IntelOpenCL errors in the log Hopefully that clears things up some. We do have some good news though. We are testing a new universal (all systems) optimization that should increase speed by 10-20% in kaktwoos. |
Send message Joined: 27 Jun 20 Posts: 3 Credit: 185,357,308 RAC: 3,067 |
Another way to decrease how many tasks your client caches is to set the weight/priority in preferences for the project. You can set it anywhere from 0 to 10,000. Default is 100. Set it to zero and the client cache to zero and you should only get 1 task at a time. I do this for PrimeGrid. |
Send message Joined: 25 Jun 20 Posts: 4 Credit: 3,501,110 RAC: 0 |
On Kaktwoos 1.12 you were only running the code on your Nvidia GPU (one task) Thanks for the great explanation! I had gathered that the IntelGPU wasn't going to work, but interesting about 2 WUs on the NVidia, No wonder it was slow. I have now disabled IntelGPU on that host (Darn, I was looking forward to having another project to run on it). Since I'm about to go to bed, and I have a full day's work tomorrow (thank goodness, with our lockdown in South Africa!) I've got the host on No New Work until I'm able to monitor it. I'll check the forum again tomorrow evening. |
Send message Joined: 24 Jun 20 Posts: 85 Credit: 207,156 RAC: 0 |
I have now disabled IntelGPU on that host (Darn, I was looking forward to having another project to run on it). But you can do that without having to disable the iGPU. All you have to do here at this project is go to your account (here), then on to the Project preferences (here), edit those, uncheck Use Intel GPU, and save those preferences. Then you can still use the iGPU at another project that supports it, like the Collatz or Einstein@Home. |
Send message Joined: 15 Jun 20 Posts: 74 Credit: 19,537,761 RAC: 0 |
Yeah, the iGPU work disabling is on BOINC's side. The hardware can be kept active and used for other projects if you want |
Send message Joined: 14 Jun 20 Posts: 78 Credit: 1,321,619 RAC: 0 |
Yeah, the iGPU work disabling is on BOINC's side. The hardware can be kept active and used for other projects if you want You can exclude a specific GPUs in your cc_config like this: <exclude_gpu> <url>https://minecraftathome.com/minecrafthome/</url> <type>intel_gpu</type> </exclude_gpu> However, I have increased the deadline on all jobs by 3x to 72 hours and reliable hosts which normally turn work around in under 4 hours will receive priority work with a 36-hour deadline (duplicate results, usually retries or errors from incomplete workunits). |