In order to quickly decide which architectural features are to be included infuture processors we have developed a simulation approach that samples benchmark program instruction traces. Rather than simulating an architecture with the entire SPEC92 program suite of more than 100 billion instructions, we simulate using a set of samples of the SPEC92 suite containing less than 1 % of the total instruction trace. Each of our samples contains a short instruction trace that can be simulated quickly. By distributing the simulation of the samples across many workstations we are able to carry out architectural simulations in less than one h a y hour. The sample set is ver@ed to be representative of the complete instruction trace using several metrics. The technique described can be applied to existing architectural models to produce signifcant reductions in simulation time.
Memory systems for conventional large-scale computers provide only limited bytes/s of data bandwidth when compared to their flop/s of instruction execution rate. The resulting bottleneck limits the bytes/flop that a processor may access from the full memory footprint of a machine and can hinder overall performance. This paper discusses physical and functional views of memory hierarchies and examines existing ratios of bandwidth to execution rate versus memory capacity (or bytes/flop versus capacity ) found in a number of large-scale computers. The paper then explores a set of technologies, Proximity Communication, low-power on-chip networks, dense optical communication, and Sea-of-Anything interconnect, that can flatten this bandwidth hierarchy to relieve the memory bottleneck in a large-scale computer that we call "Hero."
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