Originally published at: Nsight Aftermath SDK 2019.1 Launching Today | NVIDIA Technical Blog
A consistent challenge when working with D3D12/DXR or Vulkan is having to manage GPU crashes that are difficult to track down and resolve. Consider this scenario: A programmer inadvertently induces a TDR (GPU timeout) by causing a shader to execute an infinite loop or by attempting to access a deleted resource. This TDR forces a…