ethomaz
Banned
It is not released yet to developers use (at least on PC).Direct Storage is a part of the DX12u API. Both PCs and Xbox have access to that.
RTX IO is waiting MS DirectStorage release.
It is not released yet to developers use (at least on PC).Direct Storage is a part of the DX12u API. Both PCs and Xbox have access to that.
I believe nobody can use DirectStorage yet... it is planned to reach developers this year.
Edit - At least that is the state of it on PC Windows... maybe there is a version on Series X being used?
Yeah why it would be ready. Seems like MS mottoIt is not released yet to developers use (at least on PC).
RTX IO is waiting MS DirectStorage release.
Late this year. Even if MS meets the schedule... good luck with dev implementation (updating their engines). It will take a lot of time to see it rolled out in games. Time is the premium here.I believe nobody can use DirectStorage yet... it is planned to reach developers this year.
Edit - At least that is the state of it on PC Windows... maybe there is a version on Series X being used?
I don't think that there is any game that is using hardware decompression on xbox yet.
At least a key part of the Velocity Architecture is not ready yet... DirectStorage will launch late this year.Developers don't have access to the velocity architecture?
That doesn't make any sense to me.
It is not released yet to developers use (at least on PC).
RTX IO is waiting MS DirectStorage release.
Probably they are coding/developing the API yet.I understand why they don't on PC but Xbox?
Is this another weird broken tools argument?
Probably they are coding/developing the API yet.
Xbox and PC uses the same GDK tools.
I believe you can use...Just weird that they would talk about the I/O so much but then the developers can't use the hardware decompressor which is a big part of it.
I understand why they don't on PC but Xbox?
Is this another weird broken tools argument?
I believe you can use...
But not use DirectStorage API.
You can direct call the decompressors units... there is probably a ISA for that... and MS have a more friendly driver for these calls too.
You need to take in mind a lot of things MS said in PR is still in development... it is their plan.
I don’t know... I know these things I posted are not ready/available for developers.You're making it sound like they rushed the release of the console.
Simple reason. The ps5 version is build just for the ps5. The Xbox version is readable on all current Xbox devices. If they would make an xbox series version, it would also shrink in size. If they would even offer smart delivery it could be smaller. But they made just one version "to rule then all"![]()
Simple reason. The ps5 version is build just for the ps5. The Xbox version is readable on all current Xbox devices. If they would make an xbox series version, it would also shrink in size. If they would even offer smart delivery it could be smaller. But they made just one version "to rule then all"![]()
The GDK does not support direct storage I believe. Yet
I believe nobody can use DirectStorage yet... it is planned to reach developers this year.
Edit - At least that is the state of it on PC Windows... maybe there is a version on Series X being used?
Not sure it is actually used/activated
Simple reason. The ps5 version is build just for the ps5. The Xbox version is readable on all current Xbox devices. If they would make an xbox series version, it would also shrink in size. If they would even offer smart delivery it could be smaller. But they made just one version "to rule then all"![]()
Incorrect. All these are different versions. Xbox Series X version is 42.4 GB. Xbox One version is 42.1 GB.yeah it seems this is all there is to it. MS unifying api across Xbox and PC. developers are free to go as long as they meet this. and no wonder control file size is same across MS platforms.
No, it's wide linear, hence the game size. If it were a linear game, it would be around 20GB - but given the width, it's like having four linear games and it balloons up to 80GB. no I'm not really being seriousTLOU2 is linear and it's gigantic.
This is about general compression algos, why you bring texture-specific BCPack here? btw oodle texture also more effecient than BCPack.BCPack.
Direct Storage is available on Xbox. It will come on PCs later.
Source (Xbox.com): "This newest member of the DirectX family is being introduced with Xbox Series X and Xbox Series S and we plan to bring it to Windows as well."
This is part of the Velocity Architecture on Xbox Series X | S.
What are the load times like on each? There seemed to be a big increase on ps5 compared to 4
No clever wordings really.It actually says that it has been introduced (clever wording here). But the GDk does not support it yet it seems.
Devs would rather use the GDK that is unique between consoles and PC rather than optimize the game on each platform. It is way more effecient due to deadlines
No clever wordings really.
Introduced with Xbox Series means this is the first time this tech is coming out. And it will come later on PCs.
Nowhere does it say or imply that this tech also isn't available on Xbox. Here is another quote from an Xbox engineer: "Earlier this year, Microsoft showed the world how the Xbox Series X, with its portfolio of technology innovations, will introduce a new era of no-compromise gameplay. Alongside the actual console announcements, we unveiled the Xbox Velocity Architecture, a key part of how the Xbox Series X will deliver next-generation gaming experiences. We’re excited to bring DirectStorage, an API in the DirectX family originally designed for the Velocity Architecture to Windows PCs!" -- Direct Storage is Coming to PC.
Direct Storage is part of the Xbox Velocity Architecture. Even Dirt 5 is using it. No developer will say 'okay, we are using SFS in this game, but not VRS'. Why would they release information like this?This does not say that is available to devs, just introduced on series consoles. Have you seen SFS in use on any game ? It is part of the same api as well.
No, it does not say that Xbox version is not compressed. It just means that compression on PS5 (the end result) was better. PS5 compiled the same game and assets in 25 GB, while Xbox did it in 42 GB. That's because the compression/decompression tech is different in both consoles.The game file size is way bigger on xbox consoles and pc than PS5. It does suggest that the ps version is compressed and Xbox is not, that's a fact.
60% to 70% of a game are taken up by textures you dope lolThis is about general compression algos, why you bring texture-specific BCPack here? btw oodle texture also more effecient than BCPack.
Where are you basis this claim on?The fact is that GDK does not support velocity architecture
Do you have any reference on that?This is about general compression algos, why you bring texture-specific BCPack here? btw oodle texture also more effecient than BCPack.
Could be less need for multiple LOD assets on PS5 if the architecture is able to generate lower LOD in real-time using that geometry engine sauce. But to see that happening in a 3rd party multi platform titlecompression used in ps5 could at very best top at 15% better (at very best) is very ignorant to think that is like 100% ..this thread it won't age well once you find out what's going on
One could be the MS provided and Sony provided decoder max throughput: “over” 6 GB/s vs “max of” 22 GB/s. Both consoles can go over the average decompression rate they quoted (4.8 GB/s for XSX and 8-9 GB/s for PS5) using RDO lossy pre-processing on top that much we have been told by both (PS5 only need GPU assistance in decoding when applying a particular pre-processing step BC7PREP for that texture format, we know a bit less of the BCPACK unit).Do you have any reference on that?
Where are you basis this claim on?
I can believe neither XSX nor PS5 devs, especially third parties, are done with re engineering their games (how are models stored, how can you break them apart and stream intelligently, etc...) around the low latency and very high throughput SSD’s and the new I/O API’s, but you keep making this statement and offer no backup for it whatsoever.
You could explain a bit more what you think is going on instead of sounding this smugcompression used in ps5 could at very best top at 15% better (at very best) is very ignorant to think that is like 100% ..this thread it won't age well once you find out what's going on
Being available as a preview on PC does not mean it is not available for production on Xbox. You know you can have the same dev tools and availability/ feature flags per platform, right![]()
DirectStorage is coming to PC - DirectX Developer Blog
Earlier this year, Microsoft showed the world how the Xbox Series X, with its portfolio of technology innovations, will introduce a new era of no-compromise gameplay. Alongside the actual console announcements, we unveiled the Xbox Velocity Architecture, a key part of how the Xbox Series X will...devblogs.microsoft.com
Direct storage will be available as a preview on pc this year.
Xbox and PC use the same api for it: GDK
[...] To get data off the drive, an OS submits a request to the drive and data is delivered to the app via these queues. An NVMe device can have multiple queues and each queue can contain many requests at a time. This is a perfect match to the parallel and batched nature of modern gaming workloads. The DirectStorage programming model essentially gives developers direct control over that highly optimized hardware. [...]
I wish they would talk about what they did for next gen versions like insomniac did.Could be less need for multiple LOD assets on PS5 if the architecture is able to generate lower LOD in real-time using that geometry engine sauce. But to see that happening in a 3rd party multi platform title
Completely speculative.
Being available as a preview on PC does not mean it is not available for production on Xbox. You know you can have the same dev tools and availability/ feature flags per platform, right? Welcome to runtime checks and/or pre-processor directives
.
Again, using the GDK is not the issue, GDK surely has an XSX target platform so that is hardly the point. I do not believe this is the reason the game is bigger (loading times would be impacted more if it were not IMHO).Of course, but in the file info on my series X says "GDK" on Control, so who knows.
Possibly a lack of optimisation on the packaging side by the dev. PS5/XSX/PC all seem to take the same time to stream the highest resolution LOD for the assets just that the console versions seem to start from a higher LOD level for textures than PC seems to use for now and thus makes it seem that the next generation consoles have less streaming issues.Maybe devs have not used the specific optimized GDK for xbox ( or whatever it is called) as the file size on control is the same as PC that must run on HDD.
But the decoder max throughput involves both geometry and textures.One could be the MS provided and Sony provided decoder max throughput: “over” 6 GB/s vs “max of” 22 GB/s. Both consoles can go over the average decompression rate they quoted (4.8 GB/s for XSX and 8-9 GB/s for PS5) using RDO lossy pre-processing on top that much we have been told by both (PS5 only need GPU assistance in decoding when applying a particular pre-processing step BC7PREP for that texture format, we know a bit less of the BCPACK unit).
We do know that Kraken can compress very well with Oodle Texture used to prepare the data: http://cbloomrants.blogspot.com/2020/09/how-oodle-kraken-and-oodle-texture.html
Also, despite most of the games being texture assets there is still a lot of data that gets compressed through zlib on XSX and Kraken on PS5 and we know Kraken compressed better snd decompresses a lot lot faster (hence why Sony chose it, they went for a very high bandwidth low latency SSD solution and a slower decompression unit would have bottlenecked it).
Where are bcpack data coming from ?But the decoder max throughput involves both geometry and textures.
He was claiming Oddle Texture is more efficient than BCPack.
Without knowing which ratio of geometry to textures was used to achieve that max throughput I think we cannot say that Oddle is more efficient than BCPack.
100% no it's an old gen title they did nothing like that just added rt reflectionsCould be less need for multiple LOD assets on PS5 if the architecture is able to generate lower LOD in real-time using that geometry engine sauce. But to see that happening in a 3rd party multi platform title
Completely speculative.
But the decoder max throughput involves both geometry and textures.
He was claiming Oddle Texture is more efficient than BCPack.
Without knowing which ratio of geometry to textures was used to achieve that max throughput I think we cannot say that Oddle is more efficient than BCPack.
Control is so bad on technical level (textures not loading corectly, missing map, no audio during cut scenes, terrible shimmering and temporary artifacts, no HDR, loading times) that I really wouldn't be reading anything from how it run or how much space it takes.Again, using the GDK is not the issue, GDK surely has an XSX target platform so that is hardly the point. I do not believe this is the reason the game is bigger (loading times would be impacted more if it were not IMHO).
Possibly a lack of optimisation on the packaging side by the dev. PS5/XSX/PC all seem to take the same time to stream the highest resolution LOD for the assets just that the console versions seem to start from a higher LOD level for textures than PC seems to use for now and thus makes it seem that the next generation consoles have less streaming issues.
Again, using the GDK is not the issue, GDK surely has an XSX target platform so that is hardly the point. I do not believe this is the reason the game is bigger (loading times would be impacted more if it were not IMHO).
Possibly a lack of optimisation on the packaging side by the dev. PS5/XSX/PC all seem to take the same time to stream the highest resolution LOD for the assets just that the console versions seem to start from a higher LOD level for textures than PC seems to use for now and thus makes it seem that the next generation consoles have less streaming issues.