My last test with tablet confirmed this.
Brand new tablet I got it with full battery , everything was fine on battery , after charging everything turned to shit .
I only know 2 things
It started on PC in my case and now everything is 'infected' after first connection with my electrical socket .
Well yes, this seems to be software related, but to be honest, how can this happen on consoles too? changing all the pc components, with a completely different rig and still the same? if it's software related, this should affect A LOT of people, and this problem has been known for years, so, why the developers haven't fixed it yet?
We already know that the problem is something messing up with the 3D rendering API's, but still don't know what causes that in the first place.
When I sent my pc to fix it, they replaced my gpu and they told me everything worked correctly but when I tested in my house, surprise! besides, they have replaced 2 gpu's so, once it's ''infected'' doesn't matter whatever you change on your PC it will happen everytime.
Also I did notice that the backplate of the gpu was electrified even with the PSU switched off, so I did measurements on the wall sockets, And I got like 4-6 Volts between the neutral and ground, and one of the sockets has the ground wire cutted and it's oscillating between 50-70 Volts, not normal at all, so I still think it might be an electrical problem.
Here is what a very technically savvy guy PMed me a while ago:
"Hello iiNNex,
I have good news and bad news.
SpeedUP and I figured out the exact problem and have an idea of how to fix it. Bad news is that we don't know how to do it.
So long story short I tracked the problem to NvAPI which is the CoreSDK of nVidia CUDA Dev by running some commands using the CUDA Development kit. This NvAPI is set of instruction of how a GPU has to react and nearly all games have a variant of it. A variant of NvAPI (Usually named as nvpmapi) is what holds the switch to different functions that the APIs like D3D and OpenGL and now VulkanRT do such as AA and AF. Every time you change something in a game's or 3D application settings, it writes a modified NvAPI to the GPUs L2 Cache (Or Dram however I think it's the cache since the DRAM resets itself when you restart PC). I tried writing API contexts to the L2 and guess what, the 3D applications started acting differently but here's the thing; whenever you close an application a global version of NvAPI must written into L2 Cache or in other terms flushed. Here's a copy of my message to SpeedUP:
NVAPI_INTERFACE NvAPI_Unload
(
)
DESCRIPTION: Decrements the ref-counter and when it reaches ZERO, unloads NVAPI library. This must be called in pairs with NvAPI_Initialize.
SUPPORTED OS: Windows XP and higher
Note: By design, it is not mandatory to call NvAPI_Initialize before calling any NvAPI. When any NvAPI is called without first calling NvAPI_Initialize, the internal refcounter will be implicitly incremented. In such cases, calling NvAPI_Initialize from a different thread will result in incrementing the refcount again and the user has to call NvAPI_Unload twice to unload the library. However, note that the implicit increment of the refcounter happens only once. If the client wants unload functionality, it is recommended to always call NvAPI_Initialize and NvAPI_Unload in pairs.
Unloading NvAPI library is not supported when the library is in a resource locked state. Some functions in the NvAPI library initiates an operation or allocates certain resources and there are corresponding functions available, to complete the operation or free the allocated resources. All such function pairs are designed to prevent unloading NvAPI library.
For example, if NvAPI_Unload is called after NvAPI_XXX which locks a resource, it fails with NVAPI_ERROR. Developers need to call the corresponding NvAPI_YYY to unlock the resources, before calling NvAPI_Unload again.
Return values:
NVAPI_ERROR
One or more resources are locked and hence cannot unload NVAPI library
NVAPI_OK
NVAPI library unloaded
So remember how I said that each 3D rendering software comes with a variant of NvAPI? Well thats why its happening. Now let me set up a scenario:
Imagine running a game such as GTA V. The first time you run it the settings are usually set on lowest meaning no AF or AA, low shadow resolution and distance. So the NvAPI takes these settings and unloads them into the L2 Cache of GPU so that the Stream-multiprocessors can read them and when ever you exit the game NvAPI should force the GPU to flush the settings by writing Global Settings into the cache area. For some reason it's stuck. It can happen when you change a setting by dramatically tuning it up and the variant is not fast enough to rewrite. Now the settings cannot be verified by any variant in order to be flushed. The only way to fix this is to find the way to flush the cache and unload a clean NvAPI into the cache. Now this also answers why this happens again when you insert new parts into the PC and that is because the drivers always keep the same buggy variant in their backup files and loads it into memory if its missing. It also works the other way, if you reinstall the drivers, it automatically reads the variants setting from the cache and make a copy of the variant.
So the document claims that in order to fix it we have to unlock the resources and unload a variant (The red text) However I have no idea how to do that."
Hopefully that can help people. I just don't bother with games anymore