I would HOPE... that any developers building games that really require, or take advantage of DirectStorage.. would know how to properly manage their I/O throughput more effectively than not.Totally not related to DirectStorage, but I got a kick out of seeing an iPad, PS5, and NSW in the video.
[edit] So, a couple things I take from that. Much like Dx12 in general, a developer that isn't using this properly will actually worsen their game's storage I/O performance. Some storage I/O requests are still better serviced by the Win32 storage API. So, if a developer just naively dumps all of their storage I/O requests onto DirectStorage it's likely that I/O performance in their game will be significantly worse.
Also, GPU decompression isn't supported yet and is something they are still working on.
Regards,
SB
Most developers I can see doing the bare minimum.. which should still produce better results than the win32 API. Also, I think once the GPU decompression element comes online, that alone could help many developers improve rapid load times and reduce CPU utilization during streaming.
Seems like there's reasons why it needs to be this complex though... to be able to support future developments in the API and of course future hardware implementations.