[2022.29850 Win10] RayTK textureField crash

Well it depends. If you want to use implicit mipmapping, then you should ensure you always reach your texture() calls on all threads in call cases. Otherwise you’ll likely get garbage results from the texture() samples (the crash shouldn’t be happening though).
If you want to use explicit mipmapping, where you decide the LOD level you want to sample from yourself based on something, then textureLod() is the way to go.
If you know you don’t want mipmapping, then you can safely use textureLod().

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Nvidia has confirmed they have a fix for this, but it won’t be out until the R545 and R550 series driver releases. So textureLod() is the way to go for now, and in general is fine to leave as the workflow to use.