Monday, May 11th 2026

AMD's DGF SuperCompression Shrinks Geometry File Size by 22%

Late last year, AMD released a paper introducing its new Dense Geometry Format (DGF) 3D graphics technology, designed to compete with NVIDIA's RTX Mega Geometry. Today, the company is unveiling DGF SuperCompression (DGFS), a new compression technique within the DGF graphics stack, which reduces game geometry file sizes by up to 22% compared to standard DGF. With DGFS, AMD aims to achieve an average 22% reduction in compressed game asset streams when GDeflate is applied. This results in significantly smaller asset sizes, allowing for larger games without the need for expanded storage. As games now often require hundreds of gigabytes of installation space, compressing storage formats is a key strategy to fit more games on your PC without immediately needing additional storage. A 22% reduction in file size through proprietary compression makes installation sizes much more manageable.

However, it's important to note that since DGFS is a compression format for DGF, the mesh stream array produced by DGFS must be decoded before the game can load it. It's similar to a ZIP file, which you can't use until it's unzipped. DGFS data will behave in the same way, residing only in PC storage, not in memory as it is not a component that will be directly processed by the GPU. AMD has developed a CPU-based decoding process that decodes the compressed DGFS assets in real time during asset streaming, which AMD claims "should be sufficiently fast." There are also potential GPU-based decoding solutions, suggesting we might see faster implementations in the future when it hits software SDKs.
DGF SuperCompression
As a reminder, AMD initially introduced its block-based DGF geometry format as a way to significantly enhance geometric detail in 3D graphics, surpassing even current raster methods like tessellation. It achieves this by minimizing the resource footprint of geometry, packing small mesh pieces—up to 64 vertices and 64 triangles—into 128-byte blocks that serve as compact containers for geometry, vertex positions, and light topology. This technology operates on GPU hardware with specific geometry processing, and DGFS further compresses these files for efficient placement on SSDs or HDDs. AMD tested its DGFS features on a system with a Ryzen 9 7950X, 64 GB of DDR5-6000 RAM, and a Radeon RX 9070 XT GPU. This suggests that the RDNA 4 architecture will likely support the DGF graphics stack, without requiring RDNA 5 or UDNA IP to function.
Sources: AMD, via VideoCardz
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19 Comments on AMD's DGF SuperCompression Shrinks Geometry File Size by 22%

#1
Gigaherz
We have an uncompressed texture, shader and audio problem, meshes are not really an issue. Still nice.
Posted on Reply
#2
Shihab
AleksandarKA 22% reduction in file size through proprietary compression makes installation sizes much more manageable.
22% of 10% isn’t really much…

They could use deflate with aggressive parameters and uncompress the entire game’s meshes to memory async or during loading screens and it would prolly work. I mean, y’all gamers should be on no-worry rigs with 32GB ram anyway.
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#3
_roman_
well i would have more games on windows 11 pro if windows did not use the ntfs file system.

ntfs is one of the worst disk space waste file systems in use. why etc. can be easily researched when you look in other operating systems.

Just saying that a big cause is windows itself. When windows would stop polluting everywhere lint files and also the applications that would help too.

-- It is a good AMD technology. The bigger impact would be if microsoft would reuse already in use technologies which the open source world and synology for example uses for years.

for myself it matters a lot that my main system has 15 to 25% disk gains over my backup with a very old outdated file system format.
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#4
vbq7qK68eyYAH4iR
Mere Mortal
I know my opinion isn't the norm but I don't care how big a game is. I'd rather a game be 1TB in size, rather than 150GB, if it meant that textures were high quality at close range and audio was amazing.
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#5
TumbleGeorge
_roman_well i would have more games on windows 11 pro if windows did not use the ntfs file system.
Well I think that ntfs is only on windows home?
Posted on Reply
#6
Wirko
Oh, and I first thought it compresses the chip geometry size by that percentage.
Posted on Reply
#7
kondamin
Doesn't that mean even more compute, ram and vram usage just to spare the storage.
weird management of resources
Posted on Reply
#8
Macro Device
vbq7qK68eyYAH4iRI'd rather a game be 1TB in size, rather than 150GB,
I'd also not mind having so much more space taken if it meant plenty more quests, NPC variety, accessible locations, main character customisation, vehicles, guns, swords, food items, AI improvements, and whatnot. Image quality increase over what we already have is nice but definitely ain't worth 6x the space taken.
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#9
Evrsr
Solving the VRAM crisis, one asset at a time. (Plus, more performance from reducing bandwidth requirements)
Posted on Reply
#10
BlueBee
TumbleGeorgeWell I think that ntfs is only on windows home?
It`s on all versions of windows, ReFS is starting to gain some traction with regards to large data volumes, hyper-v, etc, Microsoft still recommend NTFS for the main partition.
Posted on Reply
#11
kondamin
EvrsrSolving the VRAM crisis, one asset at a time. (Plus, more performance from reducing bandwidth requirements)
How is that solving the ram scarcity.
The assets need to be decompressed before they can be used to they will take op space in vram or ram
Posted on Reply
#12
vbq7qK68eyYAH4iR
Mere Mortal
Macro DeviceI'd also not mind having so much more space taken if it meant plenty more quests, NPC variety, accessible locations, main character customisation, vehicles, guns, swords, food items, AI improvements, and whatnot. Image quality increase over what we already have is nice but definitely ain't worth 6x the space taken.
Absolutely fair. My numbers were hyperbolic, and I should have been more descriptive. I just meant that if the content is great, (on topic example) like top quality textures when you get near something, detailed, directional audio that puts me deep into to the game world, I don't care how big the game size is.
Posted on Reply
#13
Recus
EvrsrSolving the VRAM crisis, one asset at a time. (Plus, more performance from reducing bandwidth requirements)
Instead of giving more VRAM they created fake geometry.
Posted on Reply
#14
lexluthermiester
vbq7qK68eyYAH4iRI'd rather a game be 1TB in size, rather than 150GB, if it meant that textures were high quality at close range and audio was amazing.
That is just silly. Thinking like this is the reason why we have games with 150GB+ install sizes. It's needless and wasteful.
RecusInstead of giving more VRAM they created fake geometry.
This article is not about VRAM, it's about storage space needed on the install drive. Did you even read the article?
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#15
RejZoR
The real issue are textures, not models...
Posted on Reply
#16
lexluthermiester
RejZoRThe real issue are textures, not models...
That's a larger part. The models still take up a significant amount of space also as most of them have very complex geometry.
Posted on Reply
#17
RejZoR
lexluthermiesterThat's a larger part. The models still take up a significant amount of space also as most of them have very complex geometry.
If tessellation was used right, they wouldn't have to be. Instead everyone takes stupid high detail poly models and make them have EVEN MORE POLYGONS.
Posted on Reply
#18
Evrsr
RecusInstead of giving more VRAM they created fake geometry.
This is important either way. We have had texture compression for two decades and nobody would think going back.

AMD does what it can, developers can and should do a lot regarding asset sizes.
kondaminHow is that solving the ram scarcity.
The assets need to be decompressed before they can be used to they will take op space in vram or ram
No, this is a native format the CPU will process. It is not decompressed in VRAM, otherwise it would be useless.

We already have that technology for asset streaming from disk.

AMD is said to be working on full compression inside the GPU. Currently it is mostly color data and texture data, maybe some geometry but I'm not sure.
Posted on Reply
#19
lexluthermiester
RejZoRIf tessellation was used right, they wouldn't have to be.
Tessellation is not the answer to an ever more detailed game world model. It can be helpful, but it only a useful feature.
Posted on Reply
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