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PhysisServe maps virtual ranks onto GPUs for concurrent interactive streams

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PhysisServe encapsulates each stream's compute tasks and runtime state into virtual ranks that are dynamically mapped onto physical GPUs. The scheduler places a new stream based on remaining GPU capacity and admits it only if all of its stages fit, without migrating running streams. This aims to keep service stable while balancing cross-GPU load and using fragmented idle capacity.

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How does PhysisServe serve multiple concurrent interactive tasks under limited compute?

Dynamic Placement of Virtual Ranks (Multi-Stream Scaling)

Encapsulates the compute tasks and runtime states of each stream across stages intovirtual ranks, which are dynamically mapped onto physical GPUs.

When a new stream arrives, the scheduler places it based on remaining GPU capacity.

Admission control accepts a new stream only if all of its stages can be accommodated, without migrating already-running streams—ensuring service stability while balancing cross-GPU loads and utilizing fragmented idle capacity.

Source: BAAI · x.comPublished · added here