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Groups > sci.physics.relativity > #671393 > unrolled thread
| Started by | Mild Shock <janburse@fastmail.fm> |
|---|---|
| First post | 2026-07-09 09:55 +0200 |
| Last post | 2026-07-09 09:55 +0200 |
| Articles | 1 — 1 participant |
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TDR solutions --> work slicing (Re: AI Laptops are just strange novel xBoxes) Mild Shock <janburse@fastmail.fm> - 2026-07-09 09:55 +0200
| From | Mild Shock <janburse@fastmail.fm> |
|---|---|
| Date | 2026-07-09 09:55 +0200 |
| Subject | TDR solutions --> work slicing (Re: AI Laptops are just strange novel xBoxes) |
| Message-ID | <112nk5h$7vbd$3@solani.org> |
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 cancel them because they took too long! God damn windows! ;^) > > I have ported my field to compute shaders and geometry shaders. They work 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. >
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