One thing did stand out to me, though: “There are also bugs with ‘use-before-alloc’ where the application allocates resources after submit and writing descriptors pointing to them to the descriptor heap while GPU is in flight.”
In the world of Direct3D 12, allocating resources, writing everything required into them, and then telling the GPU it’s all ready is an absolute must for avoiding odd behaviours, rendering glitches, or full-blown crashes. You absolutely don’t want to be flinging out a command list to the GPU before or during that whole process, because it could be requesting the wrong data or a resource that isn’t even there yet.
Sound like someone on crack figure out how to avoid problem for optimize some weird shit.