I recently finished the base implementation of a DX12 rederer and I started to think in ways of improving the performance. I think that one problem that my implementation has, is memory fragmentation, as I mostly perform "single" allocations for my resources. During run-time some resources are deleted and recreated which I guess will cause even more memory frag. There are quite a few articles online about writing system memory managers but I've never encountered something like that for video memory and GPU resources.
Could anyone explain the basics of a system like this? Thanks!
EDIT: I had this link laying around: Memory Management in Direct3D 12 | Windows Dev Center. That gives some good general information about the topic.