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I'm not sure what the future holds for dedicated decompression hardware on the PC.
It's definitely the future. When you design any fixed hardware you have to accept that it can never be fully future-proofed, but that's not a reason to do nothing. However, lossless data compression is something of an algorithm enigma because the real advances are in the compression algorithm which does not require changes to the decompressor. This is why you can take a zlib/lz decompression algorithm from 15 years ago and it will decompress a zlib/lz stream from a modern compressor using the latest compression techniques.
The same is true with Oodle Kraken which Sony put into PS5. Whilst the base decompressor pre-dated the latest compression tech, the data is constant and can be decompressed just fine.
These IC blocks are also fairly basic in complexity and transistor count because decompressing a stream is pretty straight forward which is why even really underpowered CPUs can do it at pace.
I think you've misunderstood my post. I'm repeating it here - minus typos with underlines for emphasis:If we look at the PC space specifically they are designed to operate entirely without a GPU, whereas consoles must have a GPU. The inclusion of HUMA and shared memory generates a scenario on console that could never occur on PC, quite simply I/O to memory is as direct as it gets.
In X years, this functionality will definitely be part of PCs I/O chipset which is where is should be. Data is read, decompressed and routed to main RAM or video RAM with no CPU or GPU intervention. But that's a long road to drive this, working with OS vendors to build support for this into the OS.
Putting decompression blocks in the I/O logic is both insignificant in terms of transistor counts and it doesn't matter what memory setup you have because like today's consoles, these all happens between the data being read by the drive, passed on by the drive/interface controller but before it hits the northbridge/memory controller.
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