Not only is this post rude but also utterly pointless and offers no insight whatsoever. There is no mention of DirectStorage anywhere whether it's on console or PC. Can you actually provide a reasoning or you'd just rather do sarcastic drive-by posts?
I'm sorry if you found that rude. It wasn't my intention. I've been posting about the fact that
IO isn't always the limiting factor in loading for some time. What I did intend in that post wasn't to sound sarcastic or attack you in any way, but to nudge you into finding the answer to your question. You have, in your post, pointed out that the PC version loads faster regardless of the Velocity Architecture (which includes Direct Storage) on Xbox. I was attempting to point out that IO speed is not only not always the limiting factor, with faster drives and better IO APIs, it's less often the limiting factor. Thus having you come to the conclusion of what might be happening yourself, rather than just shouting it at you.
Direct Storage, the Velocity Architecture, and PS5's custom IO solution are all efforts to remove IO as the bottleneck in loading and offer some relief on CPU usage by way of hardware decompression done on either the GPU on PC or specialized hardware on console. But IO bandwidth isn't always the limiting factor, and the CPU is often doing things other than just decompression. And with these advancements, which are of course important, IO bandwidth is now often not the limiting factor. As an example, think about some of the more meme-y Starfield examples of people spawning thousands of potatoes or watermelons. If you are loading in a thousand of the same item, you would in theory only be loading in the texture and model once from storage, which should take nearly no time on modern hardware. But all of those videos show a large performance drop or even a stall measurable in seconds. This is because each of these items have to be processed in some way when they appear in the world. This could be something like defining the physics state of the object, calculating it's position in game space, setting up it's collision, or even updating NPC behavior to take into account a change in the world. It really depends on the game.
This has always been true. If you play Half-Life on period correct hardware, a slow HDD and a CPU like a Pentium 266mhz or a K6, you would have loading times when you walk between sections in that game, as it was at the time. You could play the game off the same storage device on a system with a Pentium 4 or an Athlon and the load screens are reduced to more of a studder.
As for why there is no Direct Storage mentioned, I'm not sure any console game mentions it. Direct Storage is considered part of the Velocity Architecture, so I don't know they would ever put a DS badge on the box. On PC, it probably doesn't use it. Very few games do.