SCORN will be the first PC game to support Direct Storage (Update: It won't)

Jayjayhd34

Gold Member
Sorry, I got that. I am trying to think any technical reason why would it require 1tb minimum.
Interestingly I've got 960gb and it says this
OU5N81o.jpg
 

Tripolygon

Banned
No it hasn't. They been doing it using the legacy API and is easily verified by comparing loading times between PC and Xbox on first party Microsoft titles. Here is one example:

Show me a single game that loads much faster on Xbox than it does its PC port. When Direct Storage was benchmarked with Forspoken it moved around 70% more data per second using Direct Storage vs the old Win 32 API.
How can I explain this to you so you can understand.

Direct Storage is just an API made to streamline and reduce CPU overhead by bypassing CPU copy and allowing direct read from SSD. It does not make the loading anymore faster than it can be with regular Win32 API, it just streamlines it. It is just an API, it does not determine how fast your game load, that is up to your game engine. There are other systems at play that make it much faster on consoles like decompression hardware, prepackaged shaders, etc. When a game is loading it is doing any number of things besides the act of reading the files from storage, it is setting up the world, initializing physics and game systems, shader compiling, etc. Each engine and game do that differently that is why you get different loading times from different games.

Here is Direct Storage vs Win 32, there is about 1 second difference in this game.
forspoken_ssd_speed_6-800x452.jpeg


PS5 IO API vs Win32 API about 1 second difference.

loads_720.png
 
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Kadve

Member
Sorry, I got that. I am trying to think any technical reason why would it require 1tb minimum.
There is no need to worry. Microsoft used to list it as required but has since dropped it. No idea why.

You need a relatively recent GPU though.


gMEDSki.png
 
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Mister Wolf

Member
How can I explain this to you so you can understand.

Direct Storage is just an API made to streamline and reduce CPU overhead by bypassing CPU copy and allowing direct read from SSD. It does not make the loading anymore faster than it can be with regular Win32 API, it just streamlines it. It is just an API, it does not determine how fast your game load, that is up to your game engine. There are other systems at play that make it much faster on consoles like decompression hardware, prepackaged shaders, etc. When a game is loading it is doing any number of things besides the act of reading the files from storage, it is setting up the world, initializing physics and game systems, shader compiling, etc. Each engine and game do that differently that is why you get different loading times from different games.

Here is Direct Storage vs Win 32, there is about 1 second difference in this game.
forspoken_ssd_speed_6-800x452.jpeg


PS5 IO API vs Win32 API about 1 second difference.

loads_720.png

I know what Direct Storage is. If Xbox were using it the long loading times would be drastically shorter than the PC port in Forza or any other game. Halo Infinite is another game that comes to mind. Forapoken loads fast regardless if using Direct Storage vs The old Win 32 API. Forza does not. Halo does not. Why? Why would a console with a built in hardware decompression block, custom decompression method for textures, shared memory pool, and supposedly using Direct Storage load Forza slower than the PC version? Easy answer. The Series X is using the same legacy method to send data from the storage to the decompressor that's been available because Direct Storage was not ready. Sampler feedback streaming is also apart of Velocity Architecture yet it hasn't been in a single shipped game. None of this stuff was ready including Direct Storage.
 
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rodrigolfp

Haptic Gamepads 4 Life
There is no need to worry. Microsoft used to list it as required but has since dropped it. No idea why.

You need a relatively recent GPU though.


gMEDSki.png
Funny they saying it requires a NVMe SSD, but in the post #57 a dev is showing direct storage on a SATA SSD.
 

Pey.

Member
The tweet from the developer was suspiciously deleted, so I'm guessing it won't have directstorage after all.
 

Mister Wolf

Member
With several first party games loading slower on the Series X, than on PC, I have my doubts.

Games like Forza 5 should be loading in a handful of seconds, not a whole minute.

These guys mistaking "can use it" with "is using it". The Series X "can" use sampler feedback streaming(Velocity Architecture) and mesh shaders as well. Not a game released or upcoming in 2023 will be using them.
 
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Clear

CliffyB's Cock Holster
Except no one should do the same mistake as Playstation fans and delude themselves thinking this will be something "highly transformative" for their gaming experience.

Expect marginal improvements at most.

It will be transformative when its widespread enough to justify building around it as a functional requirement.
 

Tripolygon

Banned
This shot of Spiderman doesn't tell the whole story. Have a look at DF and you'll see detailed textures are not fully loaded in the distance unlike PS5.
Can't really say what the cause is but I'm aware of that issue, even my 3070 exhibits stutters and freezes especially when raytracing is on, it happens less with raytracing off but the game freezes for streaming to catch up every now and then when i'm swinging through the city, compared to when I played it on my PS4.
 
No it hasn't. They been doing it using the legacy API and is easily verified by comparing loading times between PC and Xbox on first party Microsoft titles. Here is one example:



Show me a single game that loads much faster on Xbox than it does its PC port. When Direct Storage was benchmarked with Forspoken it moved around 70% more data per second using Direct Storage vs the old Win 32 API.


What's misleading about loading on Xbox vs PC thus far is lots of games are still not really using DirectStorage any. They're designing more for spinning hard drives still, so the advantages aren't as big as they should be, and even worse, nothing is using sampler feedback streaming yet. Here is a microsoft engineer confirming what's happening so far. So you're seeing mostly the strength of single thread CPU performance for better load speeds.










ZQFtq4T.png
 

Tripolygon

Banned
I know what Direct Storage is. If Xbox were using it the long loading times would be drastically shorter than the PC port in Forza or any other game.

With several first party games loading slower on the Series X, than on PC, I have my doubts.
I'll let Microsoft tell you themselves since you don't seem to get it. Titles currently use DirectStorage on Xbox Series X/S

 
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Mister Wolf

Member
What's misleading about loading on Xbox vs PC thus far is lots of games are still not really using DirectStorage any. They're designing more for spinning hard drives still, so the advantages aren't as big as they should be, and even worse, nothing is using sampler feedback streaming yet. Here is a microsoft engineer confirming what's happening so far. So you're seeing mostly the strength of single thread CPU performance for better load speeds.










ZQFtq4T.png


Thanks for the info. I know I wasn't crazy. Hopefully this puts an end to people on this board lying saying the Series consoles have been using Direct Storage.
 

Tripolygon

Banned
No they dont.


You don't know what you're talking about. Post a game loading much faster on Xbox than it's PC counterpart or just stop.
Loading speed is determined by the game engine and how it is architected. The API is good enough and inconsequential for the most part.

Microsoft's own words

"There are console titles today, tripple A titles that use direct storage for their loading"

Go and tell Microsoft they are lying. You don't know what you are talking about.
Can you point to one game that uses DS, where we can really see the diference?
Stop focusing on loading comparison with PC. The difference is inconsequential. The point of direct storage really is to reduce the CPU overhead when you are constantly reading during streaming as you are constantly having to copy using CPU.
 
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winjer

Gold Member
Loading speed is determined by the game engine and how it is architected. The API is good enough and inconsequential for the most part.

Microsoft's own words

"There are console titles today, tripple A titles that use direct storage for their loading"

Go and tell Microsoft they are lying. You don't know what you are talking about.

Microsoft says alot of BS when it's convenient to them. If I got a dollar for every time MS misleads consumers, I would be as rich as Bill Gates.
I'm still waiting for you to list some games that actually use Direct Storage.

Stop focusing on loading comparison with PC. The difference is inconsequential. The point of direct storage really is to reduce the CPU overhead when you are constantly reading during streaming as you are constantly having to copy using CPU.

From the video you posted: CPU usage and load times...

aQZGHfN.png
 

ChiefDada

Member
I'm pretty sure medium used directstorage on series x

Apparently not. I'm surprised by the thread discussion because I've been under the impression that Series consoles have been using DirectStorage since launch but going through different games' load time videos on YT Mister Wolf Mister Wolf seems to be correct. Although the Microsoft video Tripolygon Tripolygon posted seems to contradict this; I wish the guy would've listed some of the games he was referring to.


 

Mister Wolf

Member
Apparently not. I'm surprised by the thread discussion because I've been under the impression that Series consoles have been using DirectStorage since launch but going through different games' load time videos on YT Mister Wolf Mister Wolf seems to be correct. Although the Microsoft video Tripolygon Tripolygon posted seems to contradict this; I wish the guy would've listed some of the games he was referring to.




Numbers don't lie. That's why the guys in here lying won't post a single game loading much faster on the Xbox than PC if even faster at all. Doesn't make much sense right with Microsoft for years now screaming from the rafters how much more efficient Direct Storage is at sending data from the NVME to the decompressor vs the legacy Win 32 API. We even have hard evidence of Forspoken loading faster and them providing numbers showing the increased data transfer speed switching to Direct Storage. As the Microsoft employee tweeted there is no scenario where a game would load faster on Win 32 API vs Direct Storage. So that leads to one conclusion.
 

Tripolygon

Banned
Apparently not. I'm surprised by the thread discussion because I've been under the impression that Series consoles have been using DirectStorage since launch but going through different games' load time videos on YT Mister Wolf Mister Wolf seems to be correct. Although the Microsoft video Tripolygon Tripolygon posted seems to contradict this; I wish the guy would've listed some of the games he was referring to.
Loading time is not what determines whether you are using direct storage or not. It is just an API. The game engine is what determines loading times. A game engine that loads fast will load fast on any platform if you have the appropriate hardware.

Example PS5 5.5GB/s vs PC 3.1GB/s = 3 seconds difference.
DYgdZHi.png
 

Jayjayhd34

Gold Member
Apparently not. I'm surprised by the thread discussion because I've been under the impression that Series consoles have been using DirectStorage since launch but going through different games' load time videos on YT Mister Wolf Mister Wolf seems to be correct. Although the Microsoft video Tripolygon Tripolygon posted seems to contradict this; I wish the guy would've listed some of the games he was referring to.



They out right lied then quote from dev interview


Piejko also praised the fact that next-gen hardware comes with built-in SSD.

For the immersion that is crucial in our games, it was the best feature and it was delivered by Microsoft. And of course the raw horsepower is great. So we are now able to deliver our vision of The Medium for the first time just how we imagined it.
 

ChiefDada

Member
Loading time is not what determines whether you are using direct storage or not. It is just an API. The game engine is what determines loading times. A game engine that loads fast will load fast on any platform if you have the appropriate hardware.

Example PS5 5.5GB/s vs PC 3.1GB/s = 3 seconds difference.

I kind of understand what you're saying but aren't API's incorporated into a game engine? Also, I understand in your example that the difference is only 3 seconds (which means nothing in real world for gamers), but that 3 second difference means the PS5 is loading over 2.5x as fast as the PC, even though the PS5 SSD is only a bit over 1.5x faster than the PC SSD. This would indicate to me that the PS5 I/O API is at play here.
 

Tripolygon

Banned
I kind of understand what you're saying but aren't API's incorporated into a game engine?
The API is part of the OS, the games just use commands to call on the API.
Also, I understand in your example that the difference is only 3 seconds (which means nothing in real world for gamers), but that 3 second difference means the PS5 is loading over 2.5x as fast as the PC, even though the PS5 SSD is only a bit over 1.5x faster than the PC SSD.
Correct in compute time 3 seconds is massive. But in real world it is not much.
This would indicate to me that the PS5 I/O API is at play here.
But we are comparing 5.5GB/s to 3.1GB/s so that difference is accounted for. The API does not play as much of a big role here, it just a translation layer. Moreover, majority of the time spent loading is not the actual reading of the file, it is the other stuff the game engine is doing like decompression, shader compiling, physics initialization, setting up the level etc. If you think about, PS5 has a really powerful decompressor while the PC has to use X cores to do that, PC also has to compile shaders while PS5 does not have to, etc.
 
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M1chl

Currently Gif and Meme Champion
Loading time is not what determines whether you are using direct storage or not. It is just an API. The game engine is what determines loading times. A game engine that loads fast will load fast on any platform if you have the appropriate hardware.

Example PS5 5.5GB/s vs PC 3.1GB/s = 3 seconds difference.
DYgdZHi.png
Not really apples to apples, because on PC you also have to compile shaders, which is precompiled on PS5. Not to shit talk PS5, but it need to be taken into account to make it fair.
 
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