Texture driven scatter animations don't work with GPU

I use a simple noise texture with phase animation to drive the chaos scatter translation on z-axis, and a vray distance tex to drive the z-axis scale. Somehow I have to constantly restart the IPR in order to see the update in rendering. Otherwise the viewport and render are often not synced. See image below.

This issue is causing me not able to do final rendering, because all the animations that look fine in viewport are gone in the final render.

This issue doesn’t exist in CPU rendering.

Any ideas?

Sorry for the late reply.

I don’t see any need to restart IPR, based on what I tested on a simple scene. Mind if you attach/send the sample scene and a video?

Regarding the unsynced viewport/render:
The problem is that the GPU and CPU noise are from different seeds, and what you see in the viewport is the CPU version. Usually, this can be worked around by using a VRayPluginNodeTex (TexNoise) to get identical seeds on both CPU/GPU; however, you’ll lose the viewport representation in 3ds Max.