Strange enough, today's testing was successful. Nothing happened. Yesterday, it crashed my flight in the moment I activated a GSX function - pushback, jetway operation, boarding. I ran Live Update yesterday, so maybe that did the trick.
Nothing in the Live Update could possibly have any effect on it because, as I've said, in V5 we don't have ANY direct or indirect relationship with the graphic device, something that *might* have happened in V4 where we used DX11.
But I don't understand the VRAM issue in conjunction with the onboard video. P3D runs on a GTX1070ti with 8GB VRAM. Even if the GSX liveries would tip that, wouldn't then the 1070 crash and not the onboard device?
As I've said, since we don't have any control over the video device on V5 ( the V5 Addon Manager is a *separate* .DLL, not containing ANY DirectX code like the V4 version, to completely exclude even the unlikely chance we might have left some DirectX call by mistake in V5 ), we don't have the slightest idea how the video memory allocation changes when two devices are used, especially when you add the extra complication of using two DIFFERENT devices ( nVidia + Intel ), meaning two video drivers are working together in the same application, which is not even the same has having two nVidia cards, and likely even more complex, but that's something only LM can answer.
The main issue is, P3D V5 is still not perfectly stable. Sometimes, I just load it and keep it open WITHOUT even starting GSX, and if I wait long enough, like 10 minutes idling on a gate of a default airport on a default airplane, I still get the dreaded DXGI error which means something wrong happened with the graphic card.
Sometimes I just get a black screen requiring to quit P3D to restore the card. And I have an RTX 3090 so, the VRAM used is about 3.5/4.0GB out of 23GB available so, it's unlikely I exhausted memory, it's just the sim that is still not entirely stable, not as the latest 4.5 at least: we made far more "dangerous" things there, yet it seemed to be solid rock.
DX12 is really complex, so much that is mostly outside my level of knowledge (while I didn't had many toubles understanding and using DX11 ), because it puts over the developer's shoulders ( LM in this case, since we don't touch DX12, at all ) lots of memory handling which was previously done by DirectX itself and the video driver, meaning it was one of the most tested and checked code in the world by an army of dedicated programmers from Microsoft/Nvidia/AMD whose sole job was to make DirectX and the video drivers as stable as possible, because a bug in the video drivers would potentially affect hundreds of applications.
Instead, with DX12, lots of that is now the application develoeper resposibility, which means LM in addition to do...a flight simulator, had to take the responsibility to handle VRAM in their own hands, which surely helps with fps, but it's quite a bit more complex and prone to errors. I guess that's why Microsoft is advertising the next big update for MSFS, to include DX12 as a "Preview", that is an optional feature users can try, but the game still supporting DX11 as the main method. That is even Microsoft is not 100% sure to rely completely on DX12, because they know there will be issues.