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I have looked into this. The problem in your code is that you simulate a very large number of receivers at the same time together with a large maximum depth. This can lead to non-deterministic hash collisions which can impact the propagation paths that are found.

You can increase the number of samples per source and/or reduce the number of receivers to make the results increasingly deterministic. There are also differences due to certain mathematical operations on large tensors which are non-deterministic on GPUs with floating-point arithmetic.

We are aware that this is a current limitation and might consider improving it in a future release.

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@rajb245
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@jhoydis
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Answer selected by merlinND
@rajb245
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