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    Great topic, and one I’ve burned actual hours on when trying to squeeze latency out of my rig. The most common footgun with concurrent graphics/compute dispatch isn’t the API syntax—it’s invisible resource contention between the two queues starving each other. On AMD GCN/RDNA and modern NVIDIA silicon, both pipelines share the same SM/CU resources, so if your compute dispatch (say, a compute-driven particle or postprocess pass) hammers the same texture units or register files that your rendering path needs, you don’t get free parallelism—you get worse frame times than doing it serially.

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