Its probably the right time to talk about SFS since we're on texture streaming I do have a question to postulate:
Some background first:
https://microsoft.github.io/DirectX-Specs/d3d/SamplerFeedback.html
Sampler feedback is one feature with two distinct usage scenarios: streaming and texture-space shading.
Use of sampler feedback with streaming is sometimes abbreviated as
SFS. It is also sometimes called
sparse feedback textures, or
SFT, or
PRT+, which stands for “partially resident textures”.
The coles notes on it is that:
GPUs loading only portions of textures demanded. So it's asking the SSD to pull only the parts of the textures it needs into memory not the whole texture. For streaming worlds where textures can be in the GB range for a large areas, this will save a lot of bandwidth and space.
My question:
I think this is an interesting bit because the textures are compressed for XSX and likely won't be on the PC space (since it's going to just pull from main memory into video memory I suspect)
XSX leveraging SFS with compressed textures, so are they:
a) recalling the entire compressed texture, decompressing it and then picking what it needs and loading that into memory?
b) only recalling the part of the texture it needs even while compressed?