Hi,
Current workaround, for workloads which take
longer, regedit TdrDelay and TdrDdiDelay:
GPU drivers crash with long computations (TDR crash) https://experienceleague.adobe.com/en/docs/substance-3d-painter/using/technical-support/technical-issues/gpu-issues/gpu-drivers-crash-with-long-computations-tdr-crash
Future solution is work slicing. Make the
GPU inferencing granular. Since I am using
a Hack virtual machine, adding a "Heartbeat"
should be possible, Dogelog Player has
already some auto-yield (*). Mostlikely this will
then prevent the OS from killing the GPU.
Will see! WebLLM etc.. can also do it.
Bye
(*) A browser does also kill a long runnning
JavaScript, it was a similar issue.
Chris M. Thomasson schrieb:
On 7/8/2026 11:44 AM, Mild Shock wrote:
Hi,[...]
We can thank the gamers, that GPUs developed muscles:
The global video game industry contributes hundreds
of billions to worldwide GDP, generating over $500
billion in total market volume. The global software
and services market alone accounts for an estimated
$255 billion, easily surpassing the film and recorded
music industries combined.
How it started:
URP Cookbook: Compute shaders - Part 1: Particle fun
https://www.youtube.com/watch?v=omZap7XHxKc
Compute shaders are pretty nice. Except then the damn os can cancelthem because they took too long! God damn windows! ;^)
I have ported my field to compute shaders and geometry shaders. Theywork great! A compute shader can take a field from say 30 seconds on a
high performance multi-threaded cpu version down to around 3 seconds.
The compute shader is using atomic operations for thread, or warp sync.
The geometry shader makes my field in real time.
| Sysop: | DaiTengu |
|---|---|
| Location: | Appleton, WI |
| Users: | 1,135 |
| Nodes: | 10 (0 / 10) |
| Uptime: | 150:15:06 |
| Calls: | 14,543 |
| Calls today: | 1 |
| Files: | 186,451 |
| D/L today: |
1,942 files (815M bytes) |
| Messages: | 2,568,799 |