SASS King, Part 2: Reading the Compiler's Mind

1. Why a Second Article When I started SASS King I didn’t know really the purpose behind it, except knowing better the compiler behaviour. Because the more I went deep into CUDA, the more I saw myself drawn by the click between software and hardware, that tiny frontier few people actually care about. As a GPU programmer, when you write a kernel you still think at a level of abstraction that delegates a lot of superpower to the CUDA machinery. And nowadays NVIDIA tends to keep abstracting up the stack to give developers the ease to focus on high level challenges that are already numerous. As we will all agree that the principal use cases are LLM architectures, we can start to assess that the main challenges a developer faces are not really at the register level. The further forward we go, we can even start to conclude that the main bottlenecks are rarely at compute level and more at memory level, how we transfer data between H2D, D2D or D2H. A recent documented case makes this concrete. Anam, a company building real-time AI avatars, found that their Cara-3 inference pipeline was not GPU-bound at all. The GPU would run a burst of kernels, then sit idle, then run again. The bottleneck was Python runtime overhead stalling CPU dispatch and leaving the GPU waiting. Fixing the dispatch path, not the kernels, gave them a 2.5x latency improvement on the same hardware. Considering this, trying to achieve a full understanding of deep machinery seems like being on the wrong side of the risk/reward ratio. ...

May 8, 2026 · 16 min · 3397 words · Florian Mattana

SASS King, Part 1: Reading NVIDIA SASS from First Principles

SASS is the machine code NVIDIA GPUs actually execute. PTX is documented, SASS is not. This is the first entry in a long form project to build a complete, architecture by architecture reference for NVIDIA SASS, starting from SM120 where I have hardware.

April 17, 2026 · 19 min · 4038 words · Florian Mattana

I Wrote an MXFP4 Quantization Kernel and Ranked #1 on Tensara

Why I Did This I’m building an FP4 fused attention kernel for consumer Blackwell GPUs (SM120). That means I spend my days thinking about how to squeeze 32-bit numbers into 4 bits without losing too much information. Tensara is a platform where you submit GPU kernels and compete on real hardware. They had an MXFP4 quantization problem with almost no submissions. I figured: I already know this format inside out on SM120, how hard can it be to write a standalone quantization kernel? ...

April 5, 2026 · 27 min · 5701 words · Florian Mattana