GPU Captures: How we support placed and reserved resources
![Austin Kinross](https://devblogs.microsoft.com/pix/wp-content/uploads/sites/41/2020/06/austin-150x150.jpg)
Quick Links Summary Recap: placed and reserved resources in D3D12 In D3D12, there are three types of resources: A committed resource has its own dedicated backing memory that isn’t shared with any other resource. This makes them relatively easy for PIX to capture, so we...