Quote Originally Posted by Luka_Aveiro View Post
I don't know much about programming, but I think you don't know a single thing...

Having complex code may cause less stress because some units will be idling, waiting to get other unit's information, while with simple, and scalable coding, you get much mure GPU load, because information is delivered much faster across units, because calculations are much simpler... I think...

Exactly. Said in a much better english than mine. And that's where you see that english is not my native language.

I built the current algorithm by isolating the functions that did load the GPUs, making a mathematical-function with it that was sound, and a scalable version (the "shader complexity" parameter.

That's what was done. Sounds easy, was not

And yes, indeed, the sole fact that lowering the hardware frequencies make the test run almost rules out any software problem. And believe me, i did ALOT of debugging there.