yesterday was the first time since XNA when I was doing 3D programming again. I have a small particle system with renderer that uses a single DynamicVertexBuffer to render the particles. When I use a buffer for more than 4000 particles (=8000 vertexes) my application hangs and I see a lot of SharpDXException's in the output.
I also get errors like: HRESULT: [0x887A0005], Module: [SharpDX.DXGI], ApiCode: [DXGI_ERROR_DEVICE_REMOVED/DeviceRemoved], Message: The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.
Is there a debugging tool to find out more about the issue?
There is nothing special.This is how I create my buffers: https://gist.github.com/SebastianStehle/13bc6a23809267dc62287b3971ad2e56
The indices are created once and the vertices are updated for each render call.