Shared Enterprise GPU-as-a-Service
A self-service platform that pools scarce GPUs across teams. The core problems are fair sharing, high utilization, and clear cost attribution — a scheduling and governance problem more than a hardware one.
Customize in DesignerMaximize utilization of expensive GPUs across many teams with fair access and transparent cost attribution.
- ·Many teams with uneven, spiky demand share a finite pool.
- ·Mix of interactive (notebooks), batch (training), and serving workloads.
- ·Cost must be attributable per team/project.
Rendering diagram…
Compute
Partition GPUs with MIG/time-slicing for small/interactive jobs; reserve whole GPUs/nodes for large jobs. Priority classes and preemption keep utilization high.
Network
Tiered: a training fabric for large jobs, standard networking for interactive/serving. Isolate tenant traffic.
Storage
Per-team quotas on shared parallel + object storage; shared datasets deduplicated; user workspaces.
Kubernetes
Multi-tenant Kubernetes with namespaces/quotas, a fair-share queue (Kueue/YuniKorn), and a self-service request portal.
Security
RBAC and namespace isolation, quota enforcement, and per-tenant secrets. Interactive access is authenticated and audited.
Observability
Per-tenant utilization and cost, queue wait times, idle detection, and fairness metrics feeding showback/chargeback.
- mediumNoisy-neighbor contention degrades interactive latency without isolation.
- mediumHoarded reservations leave GPUs idle; needs idle reclaim + chargeback pressure.
- lowQuota model too rigid, frustrating teams and pushing them off-platform.
- 1
Pool + queue
Multi-tenant cluster, fair-share scheduler, namespaces and quotas.
- 2
Partitioning
MIG/time-slicing and priority/preemption for mixed workloads.
- 3
Self-service
Request portal and guardrails for teams to onboard themselves.
- 4
Showback
Per-tenant utilization + cost reporting and idle reclaim.
- Fair-share holds when demand exceeds supply.
- Interactive latency stable under a noisy batch neighbor.
- Idle capacity is detected and reclaimable.
- Per-team cost attribution reconciles with total spend.