[Recipe] Add Fish Speech S2 Pro 2-GPU deploy profile (#3323)

Signed-off-by: Yueqian Lin <linyueqian@outlook.com>
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Yueqian Lin authored and GitHub committed 2026-05-22 20:14:03 +08:00
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@@ -102,3 +102,30 @@ curl -X POST http://localhost:8091/v1/audio/speech \
both `ref_audio` and `ref_text` parameters.
- Memory usage: Model loads at ~48.3 GiB, peaks at ~48.9 GiB during inference
headroom for video frames and audio caches.
### 2x H100 80GB
#### Environment
- OS: Linux
- Python: 3.10+
- Required package: `fish-speech` (for DAC codec)
- CUDA 12.8
- vLLM version: 0.19.0+
#### Command
```bash
CUDA_VISIBLE_DEVICES=0,1 vllm serve fishaudio/s2-pro --omni --port 8091 \
--deploy-config vllm_omni/deploy/fish_qwen3_omni_2gpu.yaml
```
This profile pins Stage0 (Slow/Fast AR) to GPU 0 and Stage1 (DAC decoder)
to GPU 1 to remove AR/DAC contention, sets `max_num_seqs=64` on both
stages so concurrencies above 8 don't queue, and reduces
`connector_get_sleep_s` from 10 ms to 1 ms so DAC chunks aren't held in
the connector once they're ready.
For benchmark numbers see the discussion in
vllm-project/vllm-omni#2515 (initial H100x2 sweep by @Sy0307) and
vllm-project/vllm-omni#3323 (H20x2 sweep with the shipped config).
@@ -0,0 +1,72 @@
# Fish Speech S2 Pro 2-GPU deploy: Stage0 AR on GPU 0, Stage1 DAC on GPU 1.
#
# Opt-in profile validated on H100x2. Compared with the single-GPU default
# (``fish_qwen3_omni.yaml``), it splits AR and DAC across devices to remove
# AR/DAC contention, enlarges Stage0 AR batching, and lets Stage1 consume
# multiple DAC chunks in parallel.
#
# Select via:
# CUDA_VISIBLE_DEVICES=0,1 vllm serve fishaudio/s2-pro --omni \
# --deploy-config vllm_omni/deploy/fish_qwen3_omni_2gpu.yaml
#
# Or programmatically:
# Omni(model="fishaudio/s2-pro",
# deploy_config_path="vllm_omni/deploy/fish_qwen3_omni_2gpu.yaml")
async_chunk: true
enable_chunked_prefill: false
connectors:
connector_of_shared_memory:
name: SharedMemoryConnector
extra:
shm_threshold_bytes: 65536
codec_streaming: true
# Tightened from 10ms to 1ms: chunks become available sooner under
# cross-GPU pipelining, so connector idle waiting dominates if left high.
connector_get_sleep_s: 0.001
connector_get_max_wait_first_chunk: 3000
connector_get_max_wait: 300
# ~21 Hz codec; 25 frames ≈ 1.16s of audio.
codec_chunk_frames: 25
codec_left_context_frames: 25
initial_codec_chunk_frames: 4
stages:
- stage_id: 0
max_num_seqs: 64
gpu_memory_utilization: 0.75
enforce_eager: false
async_scheduling: false
# vLLM scheduler requires max_num_batched_tokens >= max_model_len when
# chunked prefill is off (SlowAR decode loop isn't chunked-prefill-safe).
max_num_batched_tokens: 16384
max_model_len: 16384
devices: "0"
output_connectors:
to_stage_1: connector_of_shared_memory
default_sampling_params:
temperature: 0.8
top_k: 30
top_p: 0.9
max_tokens: 2048
seed: 42
repetition_penalty: 1.0
- stage_id: 1
max_num_seqs: 64
gpu_memory_utilization: 0.2
enforce_eager: true
async_scheduling: false
max_num_batched_tokens: 16384
max_model_len: 16384
devices: "1"
input_connectors:
from_stage_0: connector_of_shared_memory
default_sampling_params:
temperature: 0.0
top_p: 1.0
top_k: -1
max_tokens: 65536
seed: 42
repetition_penalty: 1.0