DirectStorage is implemented in several games, including those from Xbox Game Studios and Microsoft Store titles.
DirectStorage is implemented in several games, including those from Xbox Game Studios and Microsoft Store titles.
It was marketed as a "feature" when Nvidia cards were released with the RTX 2000 series about four years ago.
Very likely. In programming I can't recall exactly when we started using storage streams, but it was probably several years ago—still a reasonable timeframe. Before this change, our performance was far from what it is now. I'm confident the previous method relied on some quick assumptions to speed up storage access, rather than a direct transfer from GPU to storage.
It’s meant to speed up the loading of heavy assets and textures during high frame rates. With a powerful GPU, you can push performance to 160MPH+ in Cyberpunk 2077 for over five seconds, but even then, assets in the Badlands still struggle to load quickly enough. It could really enhance MMORPG experiences if these issues aren’t resolved yet.
Ok, i see (makes sense in theory) But that is also why Cyberpunk is an awful example for anything performance related, it's an unoptimized mess and the devs would have found another way to f it up for sure. Basically we'll have to see how helpful this is, maybe it'll just be a standard that everyone uses in the future, but i don't see it being a big deal anytime soon.
Another area where this could add value is in flight simulators or any open-world game where you can fly and explore expansive regions quickly. In MS flight sim, for instance, when you exit the cockpit, many assets and detailed textures are rendered for the surroundings and aircraft, but not for the cockpit itself. Switching to the cockpit view reveals hundreds of interactive switches, each with its own textures. The possibilities are endless thanks to APIs that can fully leverage storage transfer technologies. This would enable higher quality assets and textures. After all, why settle for 8K if the textures can reach FHD at maximum? True 4K models are on the horizon and will require efficient transfer speeds.
Spider-man represents the current trend. Streaming data from storage is heavily constrained by CPU power. With Unreal Engine 5 releases, DirectStorage becomes crucial as it transmits information in tiny packets. The Digital Foundry video highlights our CPU limitations even when using a PCIe 4.0 NVMe drive.
as i mentioned, this seems to be a trend we’ll see more of in the future, but it’s also starting to feel unproductive... honestly, what’s going on with the animations in this game? they’re all so choppy and sluggish. I was expecting some flaws, but this is way too many. Everything looks and behaves in a way that feels completely off, the physics are terrible, oof.
Console ports have their constraints; they're built for mid-range processors, which limits advanced physics and particle effects found in high-end PC systems. This absence isn't due to lack of effort, but rather the original design choices. I'm interested in how Gran Turismo 7 will appear on a PC. While driving physics aren't its strongest suit, the car models boast some of the best graphics in the industry. It might take time to enhance textures and details for environments and tracks as well.