To be clear, I'm
not suggesting that PCIe bandwidth is the issue. In
your reply to me you mentioned only latency. I am making clear that
both latency and
bandwidth are required for moving a lot of data quickly. PCIe bandwidth is finite, however but the limiting factor in Forsaken using DirectStorage is on the CPU, because that is where the decompression occurs. On current generation consoles, decompression of supported data formats takes place in realtime as data is read. Supported data formats include zlib (which is what most games use for .PAK files), kraken (PS5) and BCPack (Xbox Series).
Did you seriously just
quote half a sentence just to make it appear like I'm wrong? Come on, man that really disingenuous and not the kind of thing you expect to see in the technical forums. Quoting what I wrote in full:
The difference between the PC approach compared to the consoles, is that on the PC you need to read the compressed data and write that into one of the RAM pools. Then the CPU or the GPU needs to read that data and write decompressed data. Data that needs to be in the other RAM pool then needs copying there.
At the risk of repeating myself, the current generations consoles have cache built into the I/O controller. Compressed data doesn't need to be put isn't read into RAM, it is temporarily read into super-fast on-chip cache on the I/O controller and written out in uncompressed when written to the single RAM pool.
The CPU is still the bottleneck. Have you readread the
Verge article which quotes the Forsaken developer?.