According to the documentation we should be able to bind the tiles of a reserved resource to more than one heap but I haven't found a way to achieve this.
"with the one key difference that D3D12 allows a reserved resource to have tiles from multiple heaps"
UpdateTileMappings only accept one heap as parameter and calling it multiple times with a different heap override the whole mapping with the last call unless I screwed up somewhere else?
Can someone explain it in greater detail than this documentation?