Product

GPU/CPU Grid: distributed compute on idle machines

Plenty of CPUs and GPUs sit unused for most of the day. GPU/CPU Grid takes a compute workload, splits it into pieces and runs those pieces in parallel on available worker nodes, then releases the nodes when the work is done. It is built for workloads that can't wait in a queue.

The MVP already runs end to end, and it is the part of Symbola behind our 38x rendering result. Continuous real-time streaming is the next milestone.

296 → 7.76
minutes, 120-frame Full HD render
38.15x
faster than one machine on CPU
0
hardware reserved between jobs

How a job runs

  1. A workload comes in, for example a Blender frame range or a media stream.
  2. The control plane splits it into work ranges and assigns each one to an available worker node. Node selection is automatic.
  3. Nodes process their pieces in parallel. Data moves over end-to-end encrypted tunnels.
  4. Results are checked, reassembled and returned. Contributors are paid for the work their machines completed.

What fits

Anything that splits cleanly into independent parts. The more independent the parts, the closer the speed-up gets to the number of nodes.

WorkloadHow it splits
Rendering and VFXBy frame range or tile
SimulationsBy parameter set or region
Live video and media processingBy stream segment or frame
Streaming sensor and field dataBy source or time window

See how it applies to media production and simulations and edge workloads.

What's next

Next on the roadmap: job checkpoints and automatic reallocation when a node drops out, node health scoring, and support for real-time workloads. AI-assisted node selection and runtime prediction follow in 2028, trained on the operational data the grid collects.

See it run

The benchmark page has the full setup, the recorded run and the limits of the test.

Have a workload that can't wait in a queue? Let's test it.