Under the Hood: DirectX 12 Agility SDK Memory Budgeting & Windows TDR Mechanics
Unlike legacy DirectX 11 where the GPU driver managed virtual memory paging behind the scenes, DirectX 12 delegates explicit memory placement to game developers. In Unreal Engine 5, features like Nanite (virtualized micropolygon geometry) and Virtual Shadow Maps (VSM) allocate physical page pools directly in VRAM.
When VRAM becomes saturated, Windows Video Memory Manager (VidMm) attempts to evict non-resident resources into system DDR4/DDR5 RAM over the PCIe bus. If a high-priority draw call takes longer than the Windows Timeout Detection and Recovery threshold (default 2000 milliseconds), Windows flags the GPU as frozen and forcefully resets the display driver, terminating your game session instantly.