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TDR solutions --> work slicing (Re: AI Laptops are just strange novel xBoxes)

Started byMild Shock <janburse@fastmail.fm>
First post2026-07-09 09:55 +0200
Last post2026-07-09 09:55 +0200
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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

#671393 — TDR solutions --> work slicing (Re: AI Laptops are just strange novel xBoxes)

FromMild Shock <janburse@fastmail.fm>
Date2026-07-09 09:55 +0200
SubjectTDR 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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