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Yea, that happens on all hardware. The large spike causing a freeze though seems to happen exclusively to Nvidia... and like I said, even with the 4070, it will spike as well (and dip even further), if he turns the camera faster than he is.. which is very common when someone is using a mouse and keyboard configuration. He's turning the camera at a very conservative speed in that video as well.Can't link to it directly at the moment but at 7:08 in DFs video Alex shows the same issue on the 4070, just not as pronounced as the 4060. It clearly dips every time he turns though.
Shame he didn't test newer Radeons though, since they've been free of "directstorage stutters" in other DS games where NVIDIA has them (not sure of Intel)Yea, that happens on all hardware. The large spike causing a freeze though seems to happen exclusively to Nvidia... and like I said, even with the 4070, it will spike as well (and dip even further), if he turns the camera faster than he is.. which is very common when someone is using a mouse and keyboard configuration. He's turning the camera at a very conservative speed in that video as well.
Is there evidence this game uses GPU decompression? In the settings menu under PC Specs it shows DirectStorage "CPU".Monster Hunter Wilds stutter badly on the 9070XT due to VRAM spill over (yes at the highest texture settings the game can fill up more than 16GB of VRAM for PS4 like textures), the game is an absolute piece of crap optimizations wise.
The menu always says CPU no matter what. According to Kaldaien, it actually is GPU Decompression. You can check that out using Special-K to verify that.Is there evidence this game uses GPU decompression? In the settings menu under PC Specs it shows DirectStorage "CPU".
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I want to make a video on it when ever I get time. Testing the most similar GPUs that I own. I have far less Radeons than I have Nvidia GPUs to do perfect like-for-likes.Shame he didn't test newer Radeons though, since they've been free of "directstorage stutters" in other DS games where NVIDIA has them (not sure of Intel)
IGN analysis of the game reveals it has major texture streaming problems on consoles (low res textures, failed to load textures, frame spikes, stutters, traversal stutters ... ), as the game is a texture streaming nightmare, constantly loading and unloading data ... their AMD GPU (RX 6800) suffers massive stutters as well (timestamped). Their CPU (5800X3D) is maxed out streaming data in and out, even a 4090 wasn't enough, the game used a gigantic 18GB of system RAM and additional 18GB of VRAM!I want to make a video on it when ever I get time. Testing the most similar GPUs that I own. I have far less Radeons than I have Nvidia GPUs to do perfect like-for-likes.
Sampler feedback streaming intelligently loads and evicts data on demand in order to reduce memory consumption
Xbox hope for the XSS, yet they haven't got a single title out using it.resulting in huge VRAM savings (almost 4GB on a 4090).
It's likely they never will, either.Xbox hope for the XSS, yet they haven't got a single title out using it.
SFS is not a massive custom thing the way they promoted it. Just some minor bits are, but all DX12U GPUs can use SF.It's likely they never will, either.
Xbox has given up on any custom features for their consoles since all their games going forward need to be portable to Playstation.
It’s a good title for SFS to be implemented on. It’s an older engine, so I’m not sure how much work they wanted to redo to get texture streaming to go. hardware based texture streaming with SFS is a good bolt on here. Unfortunately I’m not sure how many other titles will need it considering most are on software based VT systems today having a majority of their work built up over last generation.Half Life 2 RTX uses RTX IO (which shares the same functionality as DirectStorage), it was featured in Portal RTX and Portal RTX Prelude, but this time it has implemented the first ever game application of Sampler Feedback Streaming, resulting in huge VRAM savings (almost 4GB on a 4090).
It's only on the Series S version?There is actually another title with SFS - it is indiana Jones on the Series S, but there is not much out there about it atm!
I am actually not sure if it is on XSX, but I know 100% it is on XSS at least lol sorry. It should also be there for Doom The Dark Ages when that comes out I imagine.It's only on the Series S version?
So it's not something that requires a ground-up reengineering of the renderer?
(or maybe it does and they actually did that because it was a first party game that MS insisted works without compromise on Series S)
We are more likely to see its adoption with engines that are already supporting Tiled Resources. Gears 5 and Halo Infinite are the only ones that come to mind for me that is not part of the above list. The list of games that leverage Tiled Resources is not very extensive. It's a covered topic here on how hardware virtualized geometry has very specific constraints compared to software VT that have made most developers to choose their own VT path.It's only on the Series S version?
So it's not something that requires a ground-up reengineering of the renderer?
(or maybe it does and they actually did that because it was a first party game that MS insisted works without compromise on Series S)
Yea, that's kind of weird.I'm more worried that they seem to ignore DLSS FG again for some reason.
Only if they use GPU decompression, which they've only used on two ports.I'm kind of worried.. TLOUP2 recommended specs have been announced, and in their tweet they also confirm that TLOUP2 will use DirectStorage.. and considering Nixxes is either helping or doing this port, I'm left worried that the game is going to have the same issue as all Nixxes other games which utilize DirectStorage.. and by that I mean stuttering going in and out of cinematics, and on camera cuts, both of which basically affects Spider-Man 2 to a ridiculous degree... as well as general frametime shittiness. But hey, here's hoping it's just Insomniac's engine.
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