Video decoding is a purely DMA process, gaming is a mixed bag with lots of cpu processing When a data fault turns up within a DMA process, you have to determine the layer on which it occurs, whether it can be corrected or not or requires resubmission - most importantly, you have to have the CPU/GPU pre-empting every single packet for the potentiality of a consistency failure. When decoding a video, the cpu is removed from the equation for the video data. Much like the behavior of TV, a sudden error or disruption of the signal stops the process, the card waits for good data to continue and aborts with a device hang and reset - resubmission is not possible with the decoded stream, the graphics card and its decoder expects a constant flow of data. On the other hand, Gaming is creating new visual information all the time, a failure to get data across the bus will just look a bit like higher frametimes and may even appear in a framerate counter as dips eery so often in comparison to a perfectly working machine. Tbh, theres no proof it is the cpu, it could be the gpu or even mainboard. the easiest way to rule out a component is to swap it with or into another part to see if the issue follows.