Non-GPU!! (I looked for the barfing emoji, could not find)admin wrote: ↑Mon Sep 13, 2021 4:23 am
Thank you for reporting (and sharing the dataset @Mike in Rancho!)
I have not seen any at all on Linux, so I'm wondering if it might be something specific to the Windows version...
As "usual" I cannot replicate this on Linux (the reference platform/OS for ST). So I'm going to have to do some wider testing. Do they appear on the non-GPU version as well?
Ok, so I sacrificed and took one for the team. It was painful.
Despite identical workflow, I could not make an apples to apples comparison. Non-GPU seems to be a wee bit off, unfortunately. Here's what I was seeing--
I even did some slightly different workflows and even a different stack (same target though), each taking incredible amounts of time lol, and it was really just...bizarre. Digging a little deeper, it appeared to me that non-GPU was creating a different apod mask than GPU.
So I figured I'd save the mask from GPU and load it into non-GPU. But, ST would not let me run a second instance (even tried 511, thinking different folder and all). So, I fired up the desktop. I think I've mentioned it before, old quad core but a decent gpu, runs ST great except crashes color. But color isn't needed here. Crazy, that old beater was like a race car compared to the new laptop using non-gpu. I saved the apod mask to a thumbdrive (same data and workflow) and loaded it into non-GPU. Didn't help, stuff was still crazy all over.
One thing I don't know is if this issue affects only the apod masks, or also the sharp mask (which was run in this workflow), thereby leading to different starting inputs into SVD, or if the differences between GPU and non-GPU results go beyond masks?
Later I took saved apod masks for this data and workflow from each of the laptop GPU, laptop non-GPU, and the desktop GPU already saved, and compared them in Gimp layers. For sure different. The two GPU made masks, despite very different machines, looked identical, and a subtraction proved that to be so. Oddly, when I subtracted the GPU and non-GPU masks, the result was sorta kinda like wild pixels and the other bizzaro ringing artifacts (like a curved chain of single pixels) that were resulting in non-GPU SVD.