Yes, but...
There is no technical limitation from running GPU generation in runtime, but using GPU enhanced nodes is best suited for pre-generating the map because they run exclusively on the main thread.
If generating runtime maps with GPU nodes a custom loading screen should be used for the generation since there will not be UI updates during the generation.
Instead you can still use the optimized parallel nodes that will perform faster than equivalent MapMagic nodes at runtime.
We are looking into async GPU processing, but currently the Beyond Magic uses Unity default Compute Shaders with SetData() and Dispatch() methods.
Those are only accessible from the Unity main/UI thread.
For individual node, from 100% to over 20 000% *
GPU vs Parallel vs Original speed-up depends on many things:
Try updating your MapMagic version.
There is a known issue with inherited ouput nodes on MapMagic that is being worked on.
If updating MapMagic doesn't help, you can also unpack "BeyondMapMagic\Extras\MapMagic GeneratorAssets fix.unitypackage", this will replace GeneratorAssets.cs in MapMagic's own code.
Be sure to have backup of the GeneratorAssets.cs before you attempt this.
If you are unable to update your MapMagic or it doesn't help, you may need to temporarily switch back to MapMagic's own Output nodes.
Try updating your MapMagic version.
There is a known issue with inherited ouput nodes on MapMagic that is being worked on.
If updating MapMagic doesn't help, you can also unpack "BeyondMapMagic\Extras\MapMagic GeneratorAssets fix.unitypackage", this will replace GeneratorAssets.cs in MapMagic's own code.
Be sure to have backup of the GeneratorAssets.cs before you attempt this.
If you cannot do that or it doesn't help, try switching back to normal MapMagic Height node.
Please export your graph and send the .nodes file to us at support@codersfrombeyond.com along with possible error texts and instructions how to repeat it.