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Metro developer: DirectStorage will be very beneficial for PC gaming

Utherellus

Member
Star Citizen literally proves my point as to why DirectStorage is needed.



You have this YT'er testing on a 3.5 GB/s Samsung 970 EVO Plus NVMe vs 0.55 GB/s 860 EVO SSD, and it literally makes no difference in loading time. That NVMe is literally over 6x faster than SATA-based SSD.

In fact, the slower SSD comes in a second or two faster than NVMe...

I can't find any data on Dishonored, I'll be happy if you can provide the data in a video or in a written article form.


Well I dont disagree lol. I am very looking forward to Direct Storage too. Also, Star Citizen has issues on its own. They still use DX11, outdated streaming pipeline and etc. We will see how it will change when DX12/Vulkan update arrives in H2 this year.

Oh, unfortunately I uninstalled Dishonored while ago after completion. But its a well known fact. Digital Foundry made a comparison video while discussing Xbox FPS Boost Feature( XoneX vs SeriesX)

I dont know what sorcery did Arkane use, but it REALLY just boom and loads in 1-2 seconds. Versus nearly a minute. Amazing delta for a game which literally launched on X360 and PS3. I cant comprehend how engine is that scalable.
 
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Soodanim

Gold Member
The problem is people are comparing games that are not designed for the platform to start with, they are just simple ports. Which confuses most people posting in this topic.

They see FF14 = console mmo = load load load load load load load every 10 seconds when u walk through the world. It loads when u enter every building etc etc etc.

Then come to conclusions like:

Oh look 10 seconds loading on PC
Oh look 60 seconds loading on PS4
Oh look 2 seconds loading on PS5.

PC is far behind. Needs Directstorage lol.

While in the meanwhile if you look at PC mmo's like wow/bdo there is no such issue, its straight up no loading time whats o ever. and the few that exist are all server connection related.

Load times haven't been a problem for PC for a while now. What is far more a problem and can't be solved is connections wait delays.

What holds PC back is the constant being limited around console design choices. The whole reason we are pushing into directstorage and SSD decompressions at high speeds 5 years late is because consoles push it, PC already has it for ages the hardware, yet nothing gets coded or made for it. Why? nobody cares because all the games are PS4 limited. The same goes for engines. Why is it that it took so long for sweeney to make EU5 happen? why not worked on it when SSD's came out on PC? yea there you go.

R&C is designed for PS5 weaknesses and strenghts. If R&C was builded from teh ground up for PC, it will be designed for the strengths of PC.





There is no holding back on PC mate. If a game requires more hardware it will require more hardware and minimums go up. Devs know fully well that not 1 billion people are going to buy there game, they focus on the target they wanna focus on.

If you look at past generation shifts from consoles, u could see this easily how little to nothing devs give about minimums or averages on what PC gamers have. its all about consoles.


Or you know they just demand a bit more memory. That's the thing with PC its flexible its not limited by anything.
A rising tide lifts all boats, even if PC is pretty high. I’m curious to see if devs start doing things they couldn’t, perhaps things we haven’t thought of. Mainly the long initial loads though, they need to go.
 

Md Ray

Member
In simplistic noob terms, the SSD with Directstorage API and I/O bottleneck removal's benefits are:

-drastically reduces load time to near 'cartridge levels'


The Directstorage API and I/O bottleneck removal along with SFS contributes to Hi-Fidelity graphics by feeding large chunks of graphics data directly to the RAM. Hence Texture streaming?

So my question is, Sega Saturn, Playstation 1 did NOT have SSDs. The CD-ROM fed data directly to its system RAM without a HDD, SSD. If it were to have a NVMe SSD with I/O bottleneck removal, would it have better graphics besides near instantaneous loading times? I am still failing to understand how SSD contributes to hi-fidelity graphics since there is no 'processing' involved from a storage unit.

I am a dumbass :messenger_crying:


A former Naughty Dog dev explained it best. A nice, informative thread.
 
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clintar

Member
In simplistic noob terms, the SSD with Directstorage API and I/O bottleneck removal's benefits are:

-drastically reduces load time to near 'cartridge levels'


The Directstorage API and I/O bottleneck removal along with SFS contributes to Hi-Fidelity graphics by feeding large chunks of graphics data directly to the RAM. Hence Texture streaming?

So my question is, Sega Saturn, Playstation 1 did NOT have SSDs. The CD-ROM fed data directly to its system RAM without a HDD, SSD. If it were to have a NVMe SSD with I/O bottleneck removal, would it have better graphics besides near instantaneous loading times? I am still failing to understand how SSD contributes to hi-fidelity graphics since there is no 'processing' involved from a storage unit.

I am a dumbass :messenger_crying:
One example was in the dev interview about R&C. He said they don't have to keep the whole level in memory, so the memory budget doesn't have to consider the entire level. They can have more dense assets in local proximity instead because the levels are sectioned and they can have the full budget for the portion of the level meaning lots more detail. That's only possible if they can stream it in fast enough. Now, how fast it needs to stream in for that to work is a question that hasn't been answered I guess because if that was used a lot, logically it would mean game sizes would be huge.
 

Kumomeme

Member
They see FF14 = console mmo = load load load load load load load every 10 seconds when u walk through the world. It loads when u enter every building etc etc etc.
unrelated to the topic but please dont misunderstood me. just want to chime regarding tons loading in FF14. tons of loading between area in game for example in main cities is due to they need to support ps3 which is has lack of ram. thats why at main city of base game ARR area and the first expansion Heavensward it has tons of instances area. but since second expansion Stormblood where they dropped ps3 support, main cities has no more of these loading. it has big open area instead. for example Kugane, Rhalgar Reach and Shadowbringer's Crystarium.
 
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PaintTinJr

Member
Just to temper your expectations, those 14 GB/s you see advertised for pcie 5.0 m.2 is just a number, a theoretical peak speed, that is only achieved for short, bursty workloads, for short bursts of time and not indefinitely. The heat generated if it stuck to that peak would be enough to burn a whole through a motherboard. That's why a hotplug is in place to throttle an m.2 once the software senses that the temperature is too high. There's no pcie 4.0 ssd that I've seen capable of running at its peak advertised speeds indefinitely. People who thought that the ps5 ssd could run at its peak speed indefinitely and in an enclosed space no less, need to get their heads checked. It won't happen in a ps5 and it won't happen in a pc either as heat is a big enemy of electronics and electronic circuits and shortens their life span drastically, that's why m.2's never run at their peak speeds indefinitely. Longevity and reliability are more important than peak speeds.
For anyone that didn't spend a year in the next-gen thread discussing the particulars of the PS5's IO complex - the coherency co-processors and essential Edram that buffers the access with LLC latencies- and the custom 6 Priority SSD controller with 12 channels and the bespoke internal 825GB split in to 12 modules, well spaced apart, that - in the PS5 teardown - are shown to all be in contact with a monster sized unified cooling system for the console - and even the external m.2 slot too, I can see why you might think that the generic PC SSD problems will also map directly to the PS5 solution - when they won't.

ps5-custom-hardware-design.jpg
PS5-SSD-Why-Is-The-PS5-SSD-825GB-768x432.jpg


We also have to consider that reading a storage device generates less heat than writing to it AFAIK, and even if the PS5 games do go all in on the REYES front, Cerny was saying every few frames or time to turn, so even if a worst case - 4GBs of the current few changed - and it only had 50% compression - so was 2GB on the disk - that's only a 1/3 of second bursts the drive will maybe see at maximum speed, depending on how predictive the IO complex is and how much was pre cached in the Edram.

Even for loading a game from scratch, the machine only has 16GBs of unified RAM, so it will take at most a few seconds with lower compressed data, and under a second with highly compressed data as shown in the Spider-man video to investors. So it will have ample cooling, and protection via Edram/prioritty scheme and time between streaming to cool down.
 
For anyone that didn't spend a year in the next-gen thread discussing the particulars of the PS5's IO complex - the coherency co-processors and essential Edram that buffers the access with LLC latencies- and the custom 6 Priority SSD controller with 12 channels and the bespoke internal 825GB split in to 12 modules, well spaced apart, that - in the PS5 teardown - are shown to all be in contact with a monster sized unified cooling system for the console - and even the external m.2 slot too, I can see why you might think that the generic PC SSD problems will also map directly to the PS5 solution - when they won't.

ps5-custom-hardware-design.jpg
PS5-SSD-Why-Is-The-PS5-SSD-825GB-768x432.jpg


We also have to consider that reading a storage device generates less heat than writing to it AFAIK, and even if the PS5 games do go all in on the REYES front, Cerny was saying every few frames or time to turn, so even if a worst case - 4GBs of the current few changed - and it only had 50% compression - so was 2GB on the disk - that's only a 1/3 of second bursts the drive will maybe see at maximum speed, depending on how predictive the IO complex is and how much was pre cached in the Edram.

Even for loading a game from scratch, the machine only has 16GBs of unified RAM, so it will take at most a few seconds with lower compressed data, and under a second with highly compressed data as shown in the Spider-man video to investors. So it will have ample cooling, and protection via Edram/prioritty scheme and time between streaming to cool down.
No, I didn't think that pc ssd problems would map directly into the ps5 ,please stop putting words in my mouth. There are pc raid0 liquid cooled expansion cards that can fit up to 4 m.2's all at once, but still can't maintain the insane peak speeds for an indefinite period of time. Do you expect a console to be able to maintain a peak of 5.5GB/s using air and in an enclosed space no less? Look the io complex has loads of potential, but so does rtx io in terms of asset decompression ,they both aim to rid the cpu of the burden of having to decompress assets using its cpu cores, instead using the SM's in rtx 20 & 30 series cards and the decomp unit in the io complex in the case of the ps5. Both do decompression and do it differently but with the same end goal, taking the decomp load off the cpu, so that its resources are used for other things.
Guess what else does something similar, but for video transcoding, the Apple AfterBurner card in the mac pro. It takes that transcoding load off the cpu and literally offloads to the AfterBurner card which is specialised for that workload and is much faster at it too. This frees the cpu to focus on other things to get more done faster.
Now, why did i use the Apple AfterBurner card as an example? Because it's another example of a specialised processor meant to do transcoding faster, freeing up cpu resources to be used elsewhere, kind of like rtx io and the io complex have hardware io meant to decompress assets much faster than the cpu can, but also freeing up cpu resources that would otherwise be wasted on asset decomp.
Lastly, regardless of what your cooling is, an m.2 will never run at peak speeds for indefinite periods of time, can you imagine the heat produced if that was the case and the effect it would have on the reliability and longevity of the m.2 in question? It raises a concern and a valid one at that, that if pc can't hold on to that peak speed for an indefinite period, what did sony do to make theirs run at that speed indefinitely without producing immense heat and causing the ssd to throttle? Did devs show us the speed at which the ps5 ssd runs and whether it remains at that peak indefinitely? I don't think so. And until they do, I'm inclined to believe that the magical sony ssd in question doesn't run at that at that peak speed indefinitely. Devs will shut down my concerns if they show me otherwise. Oh and I have a question, what part of my post registers as me being triggered to you? I mean I was respectful and raised a valid concern, but i can't seem to find a point in that post that shows I'm triggered, you're free to prove me otherwise.
 
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rodrigolfp

Haptic Gamepads 4 Life
I didn't say that ...??? I simply said, I'll take better graphics, higher image quality, much higher framerates, better raytracing, etc over better loading, which direct storage will eventually solve.
Its all about loading now for the console warriors. Meanwhile in R&C we have portals but still have to drag the crosshair with a slow, imprecise and assisted analog stick and the SSD/IO can´t do nothing to change this.
 

Kenpachii

Member
unrelated to the topic but please dont misunderstood me. just want to chime regarding tons loading in FF14. tons of loading between area in game for example in main cities is due to they need to support ps3 which is has lack of ram. thats why at main city of base game ARR area and the first expansion Heavensward it has tons of instances area. but since second expansion Stormblood where they dropped ps3 support, main cities has no more of these loading. it has big open area instead. for example Kugane, Rhalgar Reach and Shadowbringer's Crystarium.

I played the main game all the way into shadowbringer and completed those. It was a loading fest of load gates everywhere. That's what i see and that's what i report on.

A rising tide lifts all boats, even if PC is pretty high. I’m curious to see if devs start doing things they couldn’t, perhaps things we haven’t thought of. Mainly the long initial loads though, they need to go.

The main issue with developers is that they are creative bankrupt. Maybe we will see some interesting stuff, as of now everything just looks like the same +
 
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PaintTinJr

Member
No, I didn't think that pc ssd problems would map directly into the ps5 ,please stop putting words in my mouth. There are pc raid0 liquid cooled expansion cards that can fit up to 4 m.2's all at once, but still can't maintain the insane peak speeds for an indefinite period of time. Do you expect a console to be able to maintain a peak of 5.5GB/s using air and in an enclosed space no less? Look the io complex has loads of potential, but so does rtx io in terms of asset decompression ,they both aim to rid the cpu of the burden of having to decompress assets using its cpu cores, instead using the SM's in rtx 20 & 30 series cards and the decomp unit in the io complex in the case of the ps5. Both do decompression and do it differently but with the same end goal, taking the decomp load off the cpu, so that its resources are used for other things.
Guess what else does something similar, but for video transcoding, the Apple AfterBurner card in the mac pro. It takes that transcoding load off the cpu and literally offloads to the AfterBurner card which is specialised for that workload and is much faster at it too. This frees the cpu to focus on other things to get more done faster.
Now, why did i use the Apple AfterBurner card as an example? Because it's another example of a specialised processor meant to do transcoding faster, freeing up cpu resources to be used elsewhere, kind of like rtx io and the io complex have hardware io meant to decompress assets much faster than the cpu can, but also freeing up cpu resources that would otherwise be wasted on asset decomp.
Lastly, regardless of what your cooling is, an m.2 will never run at peak speeds for indefinite periods of time, can you imagine the heat produced if that was the case and the effect it would have on the reliability and longevity of the m.2 in question? It raises a concern and a valid one at that, that if pc can't hold on to that peak speed for an indefinite period, what did sony do to make theirs run at that speed indefinitely without producing immense heat and causing the ssd to throttle? Did devs show us the speed at which the ps5 ssd runs and whether it remains at that peak indefinitely? I don't think so. And until they do, I'm inclined to believe that the magical sony ssd in question doesn't run at that at that peak speed indefinitely. Devs will shut down my concerns if they show me otherwise. Oh and I have a question, what part of my post registers as me being triggered to you? I mean I was respectful and raised a valid concern, but i can't seem to find a point in that post that shows I'm triggered, you're free to prove me otherwise.
Cerny explained the whole REYES situation in the Road to PS5, so I'm trusting what a guy like him says to a GDC audience is true, and backed by Sweeney who described it as best in-class IO system IIRC, when he was responding on twitter to (a YTuber making) the same comparison with $10k enterprise nvme RAID.

Speculating, Sony make SSD storage solutions for professional digital cameras, that have to maintain performance and be reliable.

Unlike a generic multi-purpose FAT/NTFS/EXT filesystem for a computer - which DirectStorage isn't AFAIK - the PS5 API for using the storage system can be as bespoke as they want, with two data access mechanisms - as revealed - and I would guess, different striping mechanisms that allows for interlaced access patterns, or any other technique that allows them to DMA the data direct from the IO complex to memory - unlike the other solutions - helping them reduce the heat while hitting the claimed bw.

I'd speculate that the raw speeds of the 12 modules might be faster than the bandwidth divided by the 12 channels, and that they are working at half speed already, to remain cool enough, but who knows by what means they've achieved a best in-class solution in a budget £450 console? As an engineering company Sony do world's firsts all the time, so it might be a new solution.

I was triggered by your comment .. :messenger_confused:. .am I doing that wrong then? (will remove then)
 
Cerny explained the whole REYES situation in the Road to PS5, so I'm trusting what a guy like him says to a GDC audience is true, and backed by Sweeney who described it as best in-class IO system IIRC, when he was responding on twitter to (a YTuber making) the same comparison with $10k enterprise nvme RAID.

Speculating, Sony make SSD storage solutions for professional digital cameras, that have to maintain performance and be reliable.

Unlike a generic multi-purpose FAT/NTFS/EXT filesystem for a computer - which DirectStorage isn't AFAIK - the PS5 API for using the storage system can be as bespoke as they want, with two data access mechanisms - as revealed - and I would guess, different striping mechanisms that allows for interlaced access patterns, or any other technique that allows them to DMA the data direct from the IO complex to memory - unlike the other solutions - helping them reduce the heat while hitting the claimed bw.

I'd speculate that the raw speeds of the 12 modules might be faster than the bandwidth divided by the 12 channels, and that they are working at half speed already, to remain cool enough, but who knows by what means they've achieved a best in-class solution in a budget £450 console? As an engineering company Sony do world's firsts all the time, so it might be a new solution.

I was triggered by your comment .. :messenger_confused:. .am I doing that wrong then? (will remove then)
If my post offended you in any way, I apologise, that wasn't my intention and you're free to see my post in any way you see fit, I'm not in any obligation to take that freedom away from you. But i raised a valid concern in that comment and I wanna see the results from devs and how they do before I'm sure that that ssd does what it's advertised and runs at these speeds indefinitely.
 
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PaintTinJr

Member
If my post offended you in any way, I apologise, that wasn't my intention and you're free to see my post in any way you see fit, I'm not in any obligation to take that freedom away from you. But i raised a valid concern in that comment and I wanna see the results from devs and how they do before I'm sure that that ssd does what it's advertised and runs at these speeds indefinitely.
in hindsight - from your follow ups - I was wrong to feel triggered, as you seem like a pretty cool genuine poster that just likes to discuss stuff (y)
 

S0ULZB0URNE

Member
Your missing the whole point of Direct Storage, RTX I/O and the PS5's SSD.

It isn't all about faster load times.
It's about new game designs around faster streaming of data.

Check out this leaked PS5 data streaming.


This is what SSDs currently on the market @7GB/s aren't doing.
To me, this is what we need in next gen games.

And it will take awhile before we see this in games because of development time.

It's to deep for him to understand.
 
Your missing the whole point of Direct Storage, RTX I/O and the PS5's SSD.

It isn't all about faster load times.
It's about new game designs around faster streaming of data.

Check out this leaked PS5 data streaming.


This is what SSDs currently on the market @7GB/s aren't doing.
To me, this is what we need in next gen games.

And it will take awhile before we see this in games because of development time.

Eh, according to the GDC talk, the Spiderman world is like 40 MB per tile. Any standard SSD should be capable of that kind of speed-up.
 
How? If he had said 336GB/s was the only BW SX is capable of then he'd be wrong. I don't think he meant that way.
It's well known that the 6GB pool is used for the CPU etc. The faster 10GB pool is for the GPU, not at all accurate in saying the Series X is capable of 336GB/s.
 
Are you talking about this?
1QNpe1t.png

It's literally a screenshot from a Game Stack DirectStorage talk meant for the developers, it's not some marketing talk or buzzwords for the general public. It is no different from a GDC talk or a SIGGRAPH talk.

You can stay in denial, for all I care. Speaking of credibility, at least I back up what I say with actual dev talk, whitepapers, and quotes from rendering/engine programmers unlike some people here.

You still don't get it. Not one single game has been created to date that wouldn't run best on PC. Not even a single demo. The UE5 PS5 demo which fans were raving about saying it couldn't run on XSX and PC.
Was debunked and shown by multiple Epic Games engineers to be running on PC at better Resolution and FPS while rendering the same amount of triangles. UE5 demo was the holy grail and trump card for these fans and it failed miserably.
Not only did it fail but the demo runs better on barebone sata SSD with no Direct Storage, RTX IO or fancy magical SSD.

Now people turn to R&C which epic games replicated like a toy using Data Layers and World partition to load millions of assets in 4 seconds from scratch.

r20joW.gif


Then people like PaintTinJr PaintTinJr turn to I/O complex but when DirectStorage shows up, it will be game over.
There won't be a period where console bests PC because It will show up exactly as actual next gen games that are utilizing next gen technologies are being released (less than 6 months) as studios are still retooling their engines to utilize next-gen tech.

PC with DirectStorage would beat the socks out of PS5 in every game. Not only in load times but in asset (geometry and texture) density.

What then? when you see pc killing ps5 in load times? What then? What will you resort to?
 
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You still don't get it. Not one single game has been created to date that wouldn't run best on PC. Not even a single demo. The UE5 PS5 demo which fans were raving about saying it couldn't run on XSX and PC.
Was debunked and shown by multiple Epic Games engineers to be running on PC at better Resolution and FPS while rendering the same amount of triangles. UE5 demo was the holy grail and trump card for these fans and it failed miserably.
Not only did it fail but the demo runs better on barebone sata SSD with no Direct Storage, RTX IO or fancy magical SSD.

Now people turn to R&C which epic games replicated like a toy using Data Layers and World partition to load millions of assets in 4 seconds from scratch.

r20joW.gif


Then people like PaintTinJr PaintTinJr turn to I/O complex but when DirectStorage shows up, it will be game over.
There won't be a period where console bests PC because It will show up exactly as actual next gen games that are utilizing next gen technologies are being released (less than 6 months) as studios are still retooling their engines to utilize next-gen tech.

PC with DirectStorage would beat the socks out of PS5 in every game. Not only in load times but in asset (geometry and texture) density.

What then? when you see pc killing ps5 in load times? What then? What will you resort to?
RDNA 3
SSD raises ps5 10TF
SSD is the new GPU
Unreal Engine 5 demo can't run on PC
Equivalent to a 3700x CPU
Primitive Shaders >>≥ Mesh Shaders

Direct Storage isn't out yet, ps5 >>>> PC.



Laughs in braille
 

Md Ray

Member
You still don't get it. Not one single game has been created to date that wouldn't run best on PC. Not even a single demo. The UE5 PS5 demo which fans were raving about saying it couldn't run on XSX and PC.
Was debunked and shown by multiple Epic Games engineers to be running on PC at better Resolution and FPS while rendering the same amount of triangles. UE5 demo was the holy grail and trump card for these fans and it failed miserably.
Not only did it fail but the demo runs better on barebone sata SSD with no Direct Storage, RTX IO or fancy magical SSD.

Now people turn to R&C which epic games replicated like a toy using Data Layers and World partition to world millions of assets in 4 seconds from scratch.

r20joW.gif


Then people like PaintTinJr PaintTinJr turn to I/O complex but when DirectStorage shows up, it will be game over.
There won't be a period where console bests PC because It will show up exactly as actual next gen games that are utilizing next gen technologies are being released (less than 6 months) as studios are still retooling their engines to utilize next-gen tech.

PC with DirectStorage would beat the socks out of PS5 in every game. Not only in load times but in asset (geometry and texture) density.

What then? when you see pc killing ps5 in load times? What then? What will you resort to?
So, Microsoft also doesn't get it?
xYRNzWP.png

Creators of Windows OS which run on your PCs must be Sony PlayStation fanboys, amirite?

Or they probably don't know jack shit about their own Windows/DirectStorage and the hardware their OS/API runs on... Or they along with NVIDIA are just making shit up.
 
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We have two games off the top of my head.
Demons Souls and R & C RA

Huh demon souls is literally a linear corridor game. A Corridor. A walking simulator. The easiest type of game to render.
The rendering tech of DS has nothing to do with next gen tech as they are neither using the primitive shader or the SSD.
This is plain old GPU power which is order of magnitude more than the 1TF of PS4/PS5.
Yet people like you want to claim "SSD SSD SSD SSD".

We have already seen what modern GPU with less power than PS5 can do, these videos are years old (2018) using UE4 with GPU such as 970/80 & 1080 or lower running at 4k.





 
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S0ULZB0URNE

Member
Huh demon souls is literally a linear corridor game. A Corridor. A walking simulator. The easiest type of game to render.
The rendering tech of DS has nothing to do with next gen tech as they are neither using the primitive shader or the SSD.
This is plain old GPU power which is order of magnitude more than the 1TF of PS4/PS5.
Yet people like you want to claim "SSD SSD SSD SSD".

We have already seen what modern GPU with less power than PS5 can do, these videos are years old (2018) using UE4 with GPU such as 970/80 & 1080 or lower running at 4k.






Is this a joke response?

We are going to the level of showing tech demos instead of games like I stated?

yikes
 

Tygeezy

Member
Direct storage is a pretty big deal. Asset stuttering on pc is maddening despite having fast ssd's. Open world games and battle royals will get stutters as it needs to stream assets in. that should be a thing of the past. The ps5 version of fortnite for instance doesn't once have a stutter at 120 fps, but my pc will have minor stutters as I go around the map and it has to load in some assets off the ssd.
 
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