Quote Originally Posted by trinibwoy View Post
It's interesting that nobody has asked what exactly the test is stressing. The reason games with "complex" shaders don't stress hardware as much is that various functional units are often idle waiting on high latency memory or texturing operations.

If Tetedeiench's test is very math heavy with with high shader utilization for extended periods of time that should throw up a red flag for any sort of GPGPU applications. All of the excuses about games not stressing hardware are bollocks as it's trivial to whip up an OpenCL or CS application that runs full tilt on the shader core.

Tetedeiench, you wouldn't be willing to share your source code would you?
Before going to sleep, i have to answer that : sorry, but the answer is no.

I don't think there are people skilled enough to analyze the effect produce on the die of a GPU by a particular shader instruction and how that will affect the crash we're encountering.

Don't you think ?

I've always kept my code for myself for the following reasons :
  • I like to know where my code is used, for what purpose, by whom
  • I don't want to see branches popping everywhere
  • I don't want comments on my way of coding


So sorry, the answer is no