Lucifers Beard
Member
I’ve been waiting for something to take advantage of my PCIE4.0 drive.
WHat???Windows11 /10
Gen 3 m2
At least 1tb of storage
WHat???
Sorry, I got that. I am trying to think any technical reason why would it require 1tb minimum.Sorry drive can't be less 1tb
Interestingly I've got 960gb and it says thisSorry, I got that. I am trying to think any technical reason why would it require 1tb minimum.
How can I explain this to you so you can understand.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.
There is no need to worry. Microsoft used to list it as required but has since dropped it. No idea why.Sorry, I got that. I am trying to think any technical reason why would it require 1tb minimum.
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.
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PS5 IO API vs Win32 API about 1 second difference.
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Funny they saying it requires a NVMe SSD, but in the post #57 a dev is showing direct storage on a SATA SSD.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.
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Should we tell him?Interestingly I've got 960gb and it says this![]()
This is a lie. It hasn't been available on PC, but there are AAA titles that use DirectStorage on Series consoles today.Just PS5. Direct Storage hasn't even been available on Series X/S.
DirectStorage can run off a floppy drive if you want it to. BypassIO is the feature which needs both NVMe and Win11 but it doesn't prevent DirectStorage from working on Win10 and SATA SSDs.Funny they saying it requires a NVMe SSD, but in the post #57 a dev is showing direct storage on a SATA SSD.
What? The API has been available on Series consoles from day 1...Microsoft is lagging behind Sony.
As far as I can tell, Scorn will also be the first game on Xbox consoles that uses Direct Storage.
Come on, Sony has nothing to do with it! It's the Series SSD technology going to PC.Basically Cerny sauce for PC.
And he's flat out wrong. It's an API, not an I/O with its own decompression block.Come on, Sony has nothing to do with it! It's the Series SSD technology going to PC.
This is a lie. It hasn't been available on PC, but there are AAA titles that use DirectStorage on Series consoles today.
What? The API has been available on Series consoles from day 1...
Then Forspoken will be the first if Scorn doesn't do it.The tweet from the developer was suspiciously deleted, so I'm guessing it won't have directstorage after all.
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.
PS5 IO API vs Win32 API about 1 second difference.
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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.
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.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.
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.
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.
I'll let Microsoft tell you themselves since you don't seem to get it. Titles currently use DirectStorage on Xbox Series X/SWith several first party games loading slower on the Series X, than on PC, I have my doubts.
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.
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Yea Microsoft is a liar.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.
I'll let Microsoft tell you themselves since you don't seem to get it. Titles currently use DirectStorage on Xbox Series X/S
Yea Microsoft is a liar.
I'll let Microsoft tell you themselves since you don't seem to get it. Titles currently use DirectStorage on Xbox Series X/S
Loading speed is determined by the game engine and how it is architected. The API is good enough and inconsequential for the most part.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.
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.Can you point to one game that uses DS, where we can really see the diference?
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.
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.
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 YTMister Wolf seems to be correct. Although the Microsoft video
Tripolygon posted seems to contradict this; I wish the guy would've listed some of the games he was referring to.
More like 2.4 to 1.9 seconds.Loading times will go from 6s to 2s! It's truly a life changing tech!
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.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 YTMister Wolf seems to be correct. Although the Microsoft video
Tripolygon posted seems to contradict this; I wish the guy would've listed some of the games he was referring to.
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 YTMister Wolf seems to be correct. Although the Microsoft video
Tripolygon posted seems to contradict this; I wish the guy would've listed some of the games he was referring to.
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.
So, Forspoken is not using this BypassIO, right?DirectStorage can run off a floppy drive if you want it to. BypassIO is the feature which needs both NVMe and Win11 but it doesn't prevent DirectStorage from working on Win10 and SATA SSDs.
Interestingly I've got 960gb and it says this![]()
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.
The API is part of the OS, the games just use commands to call on the API.I kind of understand what you're saying but aren't API's incorporated into a game engine?
Correct in compute time 3 seconds is massive. But in real world it is not much.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.
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.This would indicate to me that the PS5 I/O API is at play here.
well when phones cam quality is worse than nintendo 8bit, is that russian by any chance ?Interestingly I've got 960gb and it says this![]()
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.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.
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