In Cold Blood
Banned
It's a bit hard to judge Direct Storage on the XSX, as it's a part of the greater XVA architecture, but how has it worked on PC?
Is it supposed to fix what developers can't be bothered to?Does it fix shader compilation / stuttering ? No?
Not a winner then .
Does it fix shader compilation / stuttering ? No?
Not a winner then .
Wasn't built for that. Direct Storage is for offload workloads from the CPU and directly loads data on the GPU. Preventing the CPU from stalling.Does it fix shader compilation / stuttering ? No?
Not a winner then .
The initial load is long but once ingame teleporting from 1 end of the map like the desert to forest at the other end is almost instant. I wonder how much of that initial loading time is being slowed down by online initialisation. Other games with similar online systems (gta5 for instance) take forever to load aswell but it's not really because of storage.For example, a game like Forza 5 on PC, that has huge loading times, would benefit greatly from this tech.
The initial load is long but once ingame teleporting from 1 end of the map like the desert to forest at the other end is almost instant. I wonder how much of that initial loading time is being slowed down by online initialisation. Other games with similar online systems (gta5 for instance) take forever to load aswell but it's not really because of storage.
Yes, Forspoken is the only game that uses it. And it's only the 1.0 version.
And since this game wasn't a major success, it wasn't a push for the tech awareness.
But the weirdest part, is that not even Microsoft has made a new game, or updated any of their games to use Direct Storage.
For example, a game like Forza 5 on PC, that has huge loading times, would benefit greatly from this tech.
Epic has announced that UE5 will eventually support Direct Storage. But when, is a whole different matter.
Direct Storage could be very important to reduce stutters from asset streaming.
The initial load is long but once ingame teleporting from 1 end of the map like the desert to forest at the other end is almost instant. I wonder how much of that initial loading time is being slowed down by online initialisation. Other games with similar online systems (gta5 for instance) take forever to load aswell but it's not really because of storage.
Maybe, although that game has something seriously wrong with it which could be fixed if the devs were bothered, which evidently they aren't.
It takes a couple of minutes to load on my system from an NVMe drive, the vast majority of which is sitting looking at a small splash screen before loading even begins, or unskippable splash screens which aren't present on the Xbox version. The Forza devs are notoriously lazy and seem to have some sort of interns or skeleton crew maintaining the PC version. Even the introductory credits screen on PC is only 720p and stretches to fill the screen which looks shite, while the Xbox version is 1080p or higher.
Forza Horizon 4 which itself is a slow loader compared to most PC games, still loads a minute quicker than FH5 does.
My guess is that this game uses a lot of compressed and encrypted data. And with the old Windows file system, it just becomes a slog at loading.
UWP is also notorious for being a pile of excrement that makes games slower.
Diablo 4 will be getting support for this.
I was mainly commenting to say I didn't think direct storage would have much effect on the initial load in that game, they could probably make it faster but the majority seems to be waiting for online stuff to happen.Wouldn't it be great if the devs investigated and fixed it. But all that's happened is the loading times have got progressively longer since release. Conclusion: they don't give a shit.
Don't think it's this, just loaded it up with hwinfo on the side with the game set to windowed so I could see the drive data and it will burst with ~450MB/s a couple of times for a few seconds and cpu will spike but then it sits with idle disc and cpu load for the majority of the time, network activity aint high either but it's probably all network initialization/handshake with not alot of data being sent/received.My guess is that this game uses a lot of compressed and encrypted data. And with the old Windows file system, it just becomes a slog at loading.
UWP is also notorious for being a pile of excrement that makes games slower.
Would this cut down on the amount of VRAM the game uses? I'm playing at 1440p 144hz and the game is using as much as 14GB (out of 16GB). It's not an issue because the game runs flawlessly but I don't see why it needs so much VRAM. If someone is playing this at 4K you basically need a 4090 with 24GB. My 16GB is completely maxed out if I select the max textures and that's not even rendering the game at 4K. That said, I didn't notice any performance issues but I didn't like to see my VRAM maxed out. Doesn't help the game seems to have a memory leak because I can start off with 8-9GB VRAM but it will creep up to 13-14GB.Diablo 4 will be getting support for this.
Maybe it’s compiling shaders?I was mainly commenting to say I didn't think direct storage would have much effect on the initial load in that game, they could probably make it faster but the majority seems to be waiting for online stuff to happen.
Don't think it's this, just loaded it up with hwinfo on the side with the game set to windowed so I could see the drive data and it will burst with ~450MB/s a couple of times for a few seconds and cpu will spike but then it sits with idle disc and cpu load for the majority of the time, network activity aint high either but it's probably all network initialization/handshake with not alot of data being sent/received.
Maybe it’s compiling shaders?
Yes it was, and is, and if you e.g. feel the cartridge/ps5 speed of loading games you know why it’s a truly big deal. I even go as far as saying I think the loading times are more important than a little bit more or less frames a second.Was loading ever a issue on PC to start with? faster is great, not much of a markettable feature i would say.
Yes it was, and is, and if you e.g. feel the cartridge/ps5 speed of loading games you know why it’s a truly big deal. I even go as far as saying I think the loading times are more important than a little bit more or less frames a second.
Games are transformative when you walk into a building and it’s just there, instead of watching a loading screen for even only 3 seconds e.g. It gives the games a completely difference experience that can not be imagined if you don’t feel it yourself.
Just take warhammer games e.g. even with SSD the loading times are far longer than convenient. Going from that to near instant is transformative.Walking in a building or not is game design, pc has countless of games where walking into buildings is seamingless without effort. Hell even in the zero hardware times, wow had seamingless walking into building solutions. AC unity another good example.
PC SSD loading was already fast as hell under the PS4 area, its still is to this day. Sure u can diminish even more which is good, but from 50 seconds to 6 seconds is a dimension of a difference, from 6 to 2 seconds, not so much. Specially if games are designed well and don't drop u in a loading screen every 2 minutes of gameplay.
I feel direct storage is a good enhancement, but SSD was the real jump forwards for PC and after that we are more waiting on "connect to server' "check useraccount", login stuff that boggles stuff down more then the actual loading.
And this is exactly what happens.It's a 'cutoff point' from a tech perspective, just like shader where in the 2000's. There are still a lot of games that need to support standard IO read speeds.
For Direct Storage to really take off, one game needs to bite the bullet and make it mandatory in it's design. That'll probably not happen for a while (again, just like shaders took awhile to force people to upgrade).
Remember: to this day, even SSD's aren't mandatory still, just worded as 'advised' in some minimum specs. Modern games still load with HDD, just way more cumbersome.
I think its just unnecessary, as you said most engines are adapted to the old ways and dont really need to make us of fast storage. So the ultimate use for ssds ends up really being about shorter load times, and decreasing that time from 4 seconds to 1.5 isnt worth the trouble.The one thing I don't get on PC is: Why not ditch old HDD already? People that play AAA games on PC know they have to upgrade, people playing mainly old competitive games like LoL or CSGO won't care and won't probably buy the game on PC anyway, the most people with outdated hardware are already being left out due to lack of optimizations so I don't think it's worth it to not use DirectStorage for currently in development games, specially if they're late PC ports like the ones from Sony.
its just unnecessary (...) ssds ends up really being about shorter load times (...) decreasing time from 4 seconds to 1.5 isnt worth the trouble.
And how many games need that "game changer"? The number of games that require SSD to run properly isn't big in the first place, games that need even more than that are basically non-existent.
Let's go back to floppy disk, HDD over floppy disk wasn't necessary also.
SSD is SO much more than "loading time"', instant access time is a game changer in everything PC related.
Less a matter of need than benefit. Everyone likes a game that can load in 2 seconds.And how many games need that "game changer"? The number of games that require SSD to run properly isn't big in the first place, games that need even more than that are basically non-existent.