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Difference between Texture sharing across devices and adapters

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I am working on a VR project where we have two devices. One for the renderer belonging to the game engine and the other used to present the textures to the VR screens. We ported both the game engine renderer and the VR renderer to DirectX12 recently. I haven't seen any examples of sharing textures across devices in DirectX12. Microsoft has an example on cross adapter sharing but we are only dealing with one GPU. Can we create a shared heap for two devices like we do for two adapters? Is there a way to do async copy between two devices? If async copy is possible, it would be ideal since we already have designed our engine along the lines of taking the most advantage of async copy and compute. Any guidance on this will really help to reduce the texture transfer overhead. Thank you

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