I found why I am getting the crashes-
I checked the DPC Latency Checker program and it spikes every time the "AI Scene Caching mesh" notice appears.
Is that caching happening in the CPU or GPU....or when the one is feeding the other info
Because the more GPU I have, the higher the spikes are when it happens.
In my case, if I have 5 or less GPU, there are almost no spikes, but as I add in my 6, 7, and 8, the spikes go much much higher.
To the point, where it is showing that the GPUs are stalling the CPU. This is why my GPU is freezing and shutting down.
I know this now because I can see when I change the frame on the timeline in a scene with an ABC animation, when too high of a spike is generated, it correlates with a freeze suddenly.
What is interesting is that
(1) restarting the render with the backwards arrow does not trigger a high spike, or raise the DPC Latency really at all.
(2) moving the scene around with the cam does not trigger a change
(3) changing a texture does not trigger a change
It is when I select a frame, or when each frame is being processed in the Batch Renderer, and the "AI Scene Caching Mesh" notice appears
Also, it occurs whether the denoiser is on or off, or the render-resolution is low or high.
Also, I tried to change the max thread cores for AI in app settings, and if I made 6 or less, I could predictably immediately crash the system into a BSOD when I then used >5 GPU.
Don't know why that is, but it was interesting to see maybe it is related to the rest of it.
Would there be a way to make a selection box, like how you made for the Tonemapping per-card selection back in V3, for the AI Scene Caching Mesh?
-THX so much.
Win 10 Pro 64, Xeon E5-2687W v2 (8x 3.40GHz), G.Skill 64 GB DDR3-2400, ASRock X79 Extreme 11
Mobo: 1 Titan RTX, 1 Titan Xp
External: 6 Titan X Pascal, 2 GTX Titan X