• Welcome to TechPowerUp Forums, Guest! Please check out our forum guidelines for info related to our community.
  • The forums have been upgraded with support for dark mode. By default it will follow the setting on your system/browser. You may override it by scrolling to the end of the page and clicking the gears icon.

DirectStorage not used by any Games, Microsoft hopes DirectStorage 1.1 with GPU Asset Decompression can Fix This

Will it help bug Windows 10 to get faster on hard drive?
Sorry, what?

It's also worth noting that SSDs achieve very poor performance in small random reads which are not queued (4k QD1). The DirectStorage API can't automagically improve that but does it in any way facilitate programming for parallel/queued access?
Streaming textures is possible but this is meant more for initial loading.
Anything that works now, is going to be faster - it certainly wont get slower by cutting out the extra steps, worst case it should be equal.
So instead of loading directly to VRAM, you'd rather it make a detour to system RAM first?
Ah yes, back to DX9 where they duplicated everything
Damned hard to find it documented in plainspeak but that's the main thing DX10 changed, was no longer requiring VRAM duplicated into system RAM. big deal when we hit the 4GB x86 limits.
 
I think the documentation resource you were looking for is this: D3DPOOL enumeration (D3D9Types.h) - Win32 apps | Microsoft Learn
I am a bit skeptical as I don't really understand the size-explosion of game assets. No innovation of a common asset "bundle" and creative way of skinning the objects with the same set. Instead we have not only assets but also shaders "optimized" for every scene or even object type in the scene - which frankly is quite absurd and I believe (I am not in the business) cause for ever raising expenses to develop a new product despite the fact, that computing power and tools at disposal are light years from '90 or even '00.
 
Um, why would an ENTIRE game have to be cached in RAM? When have you tried using primocache to implement a 32 GiB to 48 GiB RAM cache?

If you actually used primocache you would understand it IS AUTOMATIC.

I'll bet you don't even have a copy of primocache and have never used it.
Oh right so it's primocache now.

That's just laughable, I have a primo license, it's not in use because I am all nvme now.

And primocache is not this by a longer yard stick.

You bet wrong.
 
Oh right so it's primocache now.

That's just laughable, I have a primo license, it's not in use because I am all nvme now.

And primocache is not this by a longer yard stick.

You bet wrong.

You're wrong. Dead wrong. I don't think you've ever used primocache as a RAM cache for SSD's or HDD's.
 
Oh right so it's primocache now.

That's just laughable, I have a primo license, it's not in use because I am all nvme now.

And primocache is not this by a longer yard stick.

You bet wrong.
I use primocache on my system, with NVME drives.
I don't understand what you're misunderstanding here.


80251 is odd with the concept of an entire game being cached as thats way off base too, this is just the GPU being able to read from the NVME drive directly with no CPU overhead or waiting on drivers, in a standard format it can directly read (again, to avoid CPU overhead decompressing files)
 
I use primocache on my system, with NVME drives.
I don't understand what you're misunderstanding here.


80251 is odd with the concept of an entire game being cached as thats way off base too, this is just the GPU being able to read from the NVME drive directly with no CPU overhead or waiting on drivers, in a standard format it can directly read (again, to avoid CPU overhead decompressing files)
As I said I have a license unused, it's not the same as this!?.
 
I've dreamed for 6 or 7 years now, that WinRAR and 7Zip will be updated to use the GPU. Sadly, I don't think the authors are capable of this complex task.
 
  • Haha
Reactions: ARF
As I said I have a license unused, it's not the same as this!?.
I wasn't sure which of you got confused and went off into... whatever that was on about, but no it's somehow really similar and the exact opposite at the same time

Direcstorage wants to get game files out of RAM, and into VRAM.
However it kinda does resemble how a cache system works, trying to pre-cache the relevant files


A RAM cache could get you almost the same performance benefits but it doesnt remove the CPU overheads for transfer and decompression
 

could this finally be it, they say until the end of the year
 

could this finally be it, they say until the end of the year
They have released it now... Free for devs to use, and the backend system is already included in the latest GPU drivers from a 3 vendors.
 
Back
Top