I apologize for dragging in this conversation in a different direction, but I'd be very interested to know why the behavior with the Playstation is different from other architectures. The PS3 box has a single gigabit ethernet and no exapansion ports, so I'd assume it's behavior would be no different than, e.g. a regular PC using the TCP BTL. Perhaps it has something to do with the Cell BE architecture, then. What was the reasoning behind this decision?
I am keen to know about such 'hybrid' parallel programming paradigm, e.g. using Cell BE or NUMA or CUDA on top of an MPI (or even a grid topology). I'd appreciate any pointers to any material in this regards. Durga On Sun, Nov 15, 2009 at 4:48 PM, George Bosilca <bosi...@eecs.utk.edu> wrote: > By default only one socket per peer per physical network is opened. However, > Open MPI has the possibility to open multiple socket per peer per network, > based on some experiments with the Playstation (where having multiple socket > allow for more bandwidth). The MCA parameter that allows such behavior is > btl_tcp_links. > > george. > > On Nov 13, 2009, at 17:59 , Charles Salvia wrote: > >> When using TCP, how many sockets does each process open per peer-process? >> Does each process open a single socket to connect to each peer-process, or >> does it use TWO sockets, one for sending, one for receiving? >> >> Thanks, >> >> -Charles Salvia >> _______________________________________________ >> users mailing list >> us...@open-mpi.org >> http://www.open-mpi.org/mailman/listinfo.cgi/users > > _______________________________________________ > users mailing list > us...@open-mpi.org > http://www.open-mpi.org/mailman/listinfo.cgi/users >