• Thinking of Chris M. Thomasson: From shadertoys to computetoys? (Re:TDR solutions --> work slicing)

    From Mild Shock@janburse@fastmail.fm to comp.theory on Thu Jul 9 09:58:49 2026
    From Newsgroup: comp.theory

    Hi,

    Over the recent days was often thinking
    about Chris M. Thomasson. I am somehow
    familiar with his work on sci.math etc..

    even back in times before there was the
    gexit (Google Groups Exit) and AP (Archimedes
    Plutonium) was enriching the forums.

    So whats the evolution here?

    Well we had shadertoys:

    https://www.shadertoy.com/

    Now have computetoys:

    https://compute.toys/

    The https://compute.toys/view/3138 (Spinning
    Terrain) example drives my GPU on the Ryzen
    up to 91 degree, normally it has 44 degree

    temperature or something.

    LoL

    Bye

    Mild Shock schrieb:
    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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