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
I mean yes, loading/deloading assets while gaming sound nice, but what would be the performance impact of doing it.
Decompressing assets using the GPU during game loading is fine because while loading, the GPU sit idle. (Or run at 3000+ fps). But during gameplay? Probably small amount isn't that bad but decompressing GB of assets would probably affect performance a bit on lower end GPU and APU.
Still curious to see the impact.
You can use GPU compute for so many things these days, so why not for that?
Fixing the shaders compilation would be relatively simple, just add a shader cache like it exist on Steam on Linux...
This is one of those technologies that helps PC users somewhat but is entirely designed for consoles to reduce their hardware requirements - they already share RAM with VRAM at a hardware level, so this lets them make cheaper console hardware (MS does own Xbox, and Xbox got/gets this tech first)
Lots of things can cause stuttering
I always use a performance power plan pegging cores to max I choose in bios so they don't fluctuate
I also do the same for the gpu using msi afterburner using core clock curve and peg it so it doesn't fluctuate
So far stuttering no more.
In other words power saving bs off.
In my case I have diagnosed the stutters, and are texture swaps. With FF7 remake been the worst culprit.
You don't really need to oc anything, not even at turbo clocks just stabilizing helps.
All games have recommended cpu frequencies listed and gpu's well they to work at any core curve frequency not even they need to be at turbo.
It's a good way to narrow stuttering issues down
If stuttering still exists it's system or ssd connection issue.
Clean install and try again.
Could also be shit driver.
PS5 has something vaguely similar at a glance but not in reality - the PS5 has shared GPU and system memory, they use a hardware accelereated decomrpession (like this 1.1 update to DS, but without everything else) so they can move from NVME to system RAM, and the shared RAM then lets the GPU use it
The key difference is its still the CPU doing the tasks, not GPU->NVME
There are no drivers installed, no USB, SATA, memory card or any other legacy options involved which while the PS5 may not be using in this situation, it still does have those extra layers in between as thin as they may be tuned down to - it's a matter of latency, at this level which is why some games still take tens of seconds to load on my PC - bad optimisation waiting on other tasks to complete, instead of copying it all and doing it at oncePS5/comments/hghlea It's not like even a gen 2 slots really slow anything other than the simplest consecutive reads and writes
gaming wont be slowed since 4K random results are waaaaaaaaay slower than that