Monday, November 7th 2022
Microsoft DirectStorage 1.1 with GPU-accelerated Game Asset Decompression Released
Microsoft formally released the DirectStorage 1.1 API to game developers on Monday, allowing them to take advantage of GPU-accelerated game asset decompression, to help minimize game loading times. DirectStorage establishes a path for GPUs to directly access storage devices on a system. With version 1.1, the API introduces a way by which the PC can use the GPU to decompress game assets. Microsoft is also promoting GDeflate, a new file compression format developed by NVIDIA, which is optimized for highly parallelized decompression techniques, making it suitable for GPUs. NVIDIA, Intel, and AMD, have each responded positively to this development, and rolled out early drivers with DirectStorage 1.1 support, which can be used by game developers or students. The three will add official DirectStorage 1.1 support to their regular driver update channels later.
DOWNLOAD: DirectStorage 1.1 early-support (not official) drivers for NVIDIA GeForce | AMD Radeon | Intel Arc
Source:
Microsoft DirectX Blog
DOWNLOAD: DirectStorage 1.1 early-support (not official) drivers for NVIDIA GeForce | AMD Radeon | Intel Arc
39 Comments on Microsoft DirectStorage 1.1 with GPU-accelerated Game Asset Decompression Released
So this API will not with previous game titles I presume.
Hopefully now we'll start seeing it baked into game engines - when unreal and unity get it, it'll get adopted by the masses at last Complete list is here:
Looking at Nvidia's spreadsheets, DirectStorage can make a huge difference. Also the sentence "The CPU shouldn’t become the bottleneck that holds back the I/O subsystem." is interesting. Sounds like DirectStorage optimized games will even run great on lower end CPU's.
I am also wondering, will it also make better game compression possible? File sizes getting really out of hand, and SSD's quickly full with 100+GB installers.
DS will benefit those with PCIe 3 SSDs as much as those with 4.0, and those who don't have the fastest CPU and fastest RAM will see most speedup.
PC game developers have to plan that a good portion of the users will have a HDD even in a couple years time, and try to run the game on a potato GPU.
So the game would have to have packed and unpacked assets, and an option to load assets on the fly or with a pause?
I can't see this being widely adopted in a hurry.
The PCIe generation will be mostly meaningless for getting the benefits of DS - even a SATA SSD will likely see a major speed-up, though it'll still be slow on GPUs with large framebuffers (if DS supports SATA drives?). What? You don't need separate assets for this vs. HDD-based loading, not whatsoever. The entire point is that whatever assets you have, they can be sent directly to the GPU for decompression and loading into VRAM as needed. Also, many games have been requiring SSD storage in their system requirements for years at this point - they still (typically) work on an HDD, but they're slow. This just continues that trend. As for "an option to load assets on the fly or with a pause" - just no. Asset streaming has been a widely adopted norm in game development for more than a decade at this point, and an SSD is in no way a requirement for it.
sure there are very old pc's out there but this will not work on old games anyway
As for older games, it's extremely unlikely for this to be patched into older titles anyway, so that's hardly relevant.
But yeah, price differences are pretty small these days, mostly as there's no real reason for PCIe 4 drives to be more expensive. Marginally more complex controllers, but I don't even think they need better PCBs than their 3.0 counterparts, and other than that the onboard components are the same. I was just commenting on the irrelevance of "upgrading to PCIe 4" for DS overall :)
Nice to see the carrot on the stick upgrade feature finally see the light of day.
Missed the part where it stated only supported on xbox app though :laugh: