Jawed
Legend
Exactly my pointIt may probably load data faster through DS but that's not a requirement for it to work.
Exactly my pointIt may probably load data faster through DS but that's not a requirement for it to work.
Question is, will RTX IO bring something new to the table on top of DirectStorage?
Now that they've walked this back and made it clear that any DX12 and SM6.6 capable GPU will work, I think it's not too dangerous to assume 'RTX IO' was a bit of a celebratory name for something far more simple in reality and that wont be using any RT/tensor/DX12U features at all, as expected. Seems like it's just standard shader work and given how much they dismissed the idea of this affecting performance, it's probably not gonna be very taxing, so nothing slightly older GPU's couldn't handle just fine.Question is, will RTX IO bring something new to the table on top of DirectStorage?
Why lock it to RTX cards then? We need more info.Now that they've walked this back and made it clear that any DX12 and SM6.6 capable GPU will work, I think it's not too dangerous to assume 'RTX IO' was a bit of a celebratory name for something far more simple in reality and that wont be using any RT/tensor/DX12U features at all, as expected. Seems like it's just standard shader work and given how much they dismissed the idea of this affecting performance, it's probably not gonna be very taxing, so nothing slightly older GPU's couldn't handle just fine.
They haven't, that's what I'm saying. They've walked this back.Why lock it to RTX cards then? We need more info.
Now that they've walked this back and made it clear that any DX12 and SM6.6 capable GPU will work, I think it's not too dangerous to assume 'RTX IO' was a bit of a celebratory name for something far more simple in reality and that wont be using any RT/tensor/DX12U features at all, as expected. Seems like it's just standard shader work and given how much they dismissed the idea of this affecting performance, it's probably not gonna be very taxing, so nothing slightly older GPU's couldn't handle just fine.
I think that just means the sort of GPU end of the DirectStorage pipeline rather than it being some totally separate process. I'd guess AMD had to do their own work for how to handle the incoming data and how to decompress it and all too, they just didn't bother coming up with a marketable name for it.Nvidia have defined RTX-IO as requiring it's own API that working in tandem with DirectStorage though. So unless that's not true it must be doing something that DirectStorage isn't.
Did they? As far as I know RTX IO requires an RTX card. DirectStorage will presumably work on any GPU supporting SM 6.0.They haven't, that's what I'm saying. They've walked this back.
MS walked back the requirements for DirectStorage is what I meant. No requirement for DX12U GPU's.Did they? As far as I know RTX IO requires an RTX card. DirectStorage will presumably work on any GPU supporting SM 6.0.
So at first it seemed as if "Sampler Feedback" was a key component in DirectStorage, but that seems to have disappeared.
This was an error. Sampler Feedback (sometimes Sampler Feedback Streaming), Tiled Resources, texture compression, and DirectStorage were always presented as separate parts of what they call 'Xbox Velocity Architecture'.I don't see why Sampler Feedback would be connected to DS in any way?
Agreed especially wrt shader compilationI sincerely believe the console wars have overstated (greatly) the "neeeeeeeeed" for directstorage in the PC space.
I sincerely believe the console wars have overstated (greatly) the "neeeeeeeeed" for directstorage in the PC space. I get why a memory-limited system like a console would want to ensure assets can be loaded directly from high speed storage, bypassing a need to work through ever more clever memory mapping and paging techniques to keep more and higher quality assets on screen.
Hell, it's been very well demonstrated the move from SATA 3 (6gbps) SSD to even the very fastest NVMe SSD's have a negligible performance impact on PC game loading times in the majority of titles. It simply isn't the thing a PC is waiting on...
I'm pretty sure it isn't "bottlenecking IO performance as SATA SSD speeds." There is empirical proof of NVMe drives getting massive increases in both bandwidth and IOPS rate on modern Windows operating systems. Converting those massive increases into application performance is what we're really talking about here and (as an example) SQL 2019 can chew straight through an entire NVMeOF frame without much issue. A million IOPS or even more? Yup, absolutely happens when a random business user crushes the cluster with a shitty adhoc query they built to scan a non-indexed column against a a four trillion row table.1. The legacy IO stack and CPU decompression are already bottlenecking IO performance as SATA SDD speeds, so making the SDD faster doesn't help anything. DirectStorage should largely remove that bottleneck
Almost the big names are running on Unreal and Unity, which, by nature of needing to support Xbox will have support for DirectStorage out of the box. Only really large developers use their own engines anymore, and, well, most of those are going to be on Xbox too.If directstorage was very much needed and Win11 has restrictive requirements then it should be ported back to Win10. What reason would any PC app or game developer have to learn it, support it, never mind build a game to really leverage it, if it cuts their prospective market with no upside. XBox's use of directstorage only impacts PC's adoption of it to the degree that AAA multi-platforms have influence on PC gaming. Look at the most played PC games on Steam or Twitch -- it's not like all the big games are console ports.
I sincerely believe the console wars have overstated (greatly) the "neeeeeeeeed" for directstorage in the PC space. I get why a memory-limited system like a console would want to ensure assets can be loaded directly from high speed storage, bypassing a need to work through ever more clever memory mapping and paging techniques to keep more and higher quality assets on screen.
I'm sure there will be reasons why directstorage could be interesting on the PC, it's going to take a lot of convincing to show me that it's any sort of game changer. Hell, it's been very well demonstrated the move from SATA 3 (6gbps) SSD to even the very fastest NVMe SSD's have a negligible performance impact on PC game loading times in the majority of titles. It simply isn't the thing a PC is waiting on...
Based on what verifiable evidence do you make this claim?The entire reason why faster SSDs show no performance impact on PC game loading is because of the IO stack
DirectStorage is indeed about reducing CPU time on a per-IO request. I addressed this very specifically in my prior reply.which is what DirectStorage aims to address.
The IO enhancements being made by Microsoft are batching and threading of bulk-rate disk requests, not changing the path of data from disk to GPU memory.Keep in mind the issue for PC gaming is not access to the SSD by the CPU, or the time it takes to put it into the system ram, but the speed data can be transferred to the GPU's dedicated ram. It's not the same issue as your example.
DirectStorage is necessary to enable things like this: RTX IO: GPU Accelerated Storage Technology | NVIDIABased on what verifiable evidence do you make this claim?
DirectStorage is indeed about reducing CPU time on a per-IO request. I addressed this very specifically in my prior reply.
The IO enhancements being made by Microsoft are batching and threading of bulk-rate disk requests, not changing the path of data from disk to GPU memory.
I'd like to see verifiable evidence of "stunted" transfer rate from system memory to GPU memory as well, because I'm not aware of any data which shows this as a bottleneck. Please educate me by showing me some data to support this claim.
Though it isn't like Nvidia doesn't have a history of lying about stuff, so shrug.
I'm pretty sure it isn't "bottlenecking IO performance as SATA SSD speeds." There is empirical proof of NVMe drives getting massive increases in both bandwidth and IOPS rate on modern Windows operating system
Because, tada, I/O rate isn't a limiter on the PC platform. How can we know? Because I/O wait and service times are basically zero on the NVMe drive. There are tools directly built into Windows to track this data, and it's been measured, and it isn't a problem.Why else would we see virtually no improvement in load times when when going from a 500MB/s drive to 5000MB/s drive?
The smaller and more random the workloads, the faster NVMe performs over a traditional SATA interface. An enterprise-grade relational database software will absolutely crush all disk I/O requirements of something stupid like a video game, and Windows performs those workloads with aplomb.I'm sure some workloads can take advantage of that speed but the many small, often compressed IO requests of a typical gaming workload are a worst case scenario for that IO old stack and CPU decompression.