Rootax
Veteran
Can someone load up GPU-Z or MSI Afterburner to see what the GPU use is when using GPU decompression?
In the task manager my 3090 with shown a short pic around 80%.
Can someone load up GPU-Z or MSI Afterburner to see what the GPU use is when using GPU decompression?
So I was surprised by the resultats given i've only a sata ssd for gaming right now (Samsung 850 Evo 1Tb, and 3090 on a pci gen3 slot)
Then I remembered I have primocache activated on this drive. So, without it (I see the drive reading at full speed during loading now) :
The GPU is working a lot during the loading btw. I wonder if badly tuned engine could kill the framerate during loading of assets because of the spike in gpu usage....
About the gpu usage, I indicated a spike at 80%. Well, now it's around 54 during the loading, but it's in fact what task manager called "Copy" engine doing the spike. The "3d" engine is pretty low.
That's correct.Using primocahe, the data is coming from the RAM, not the drive, I don't know if it screw with DirectStorage workflow a lot or not.
That's correct.
GPU decompression just means the CPU sends the still compressed data from RAM to the GPU for decompression rather than sending them uncompressed to the GPU.
Oh ok. I was under the impression that it could be storage => gpu vram, without a passage by the ram first.
The user can disable Windows write-behind caching (which doesn't help in this scenario), but users cannot disable Windows I/O cache, only the application can do this through API calls which tells the loader not to cache a particular read. This is rarely used outside of filesystem copying operations because there is no need to cache files being copied.
If there is some way to do this, I'd be interested to see it documented!
It basically is.
Since Primocache inserts itself into the I/O flow either bypassing or superseeding Windows Caching (I'm not about to go digging to see exactly how Primocache works), then the benchmarking application isn't able to disable it on its own as it does with Windows Caching.
- Without caching it's effectively drive -> GPU. Technically it bounces off the CPU as the PCIE channels are routed through the CPU with a tiny bit of CPU overhead, but it shouldn't touch system RAM.
- With caching, as long as the data is in the RAM cache, it'll be RAM -> GPU instead.
Yeah, I was aware of the user being able to disable write-behind cache but while I knew that an application developer can explicitly disable Windows caching (IE - storage benchmark applications), I wasn't sure about whether or not a user could do something like that at the user level. Thus I just kind of left that caveat in there.
I'm pretty sure that some people I knew that complained about Windows "using all of their memory" mentioned installing or changing something so Windows wouldn't do that (basically caching of frequently used or recently used data), so there's likely something that someone could do if they REALLY wanted to. Although I never really understood why people would want to do that and thus slow down how Windows operates. So I never looked into it.
Regards,
SB
I'm pretty sure that some people I knew that complained about Windows "using all of their memory" mentioned installing or changing something so Windows wouldn't do that (basically caching of frequently used or recently used data), so there's likely something that someone could do if they REALLY wanted to. Although I never really understood why people would want to do that and thus slow down how Windows operates. So I never looked into it.
PS5 SSD tech showcase = Fully fledged high fidelity AAA game with ray tracing at 80+ frames that showcases the actual usecase of the said tech by paving the way for blazingly fast world to world transition through portals, merely half a year after the release of the console.
DirectStorage = Announced since 3 years, no games to speak of, no showcase to speak of. Oh, here's a wonky demo. Here's what you get: Some pears and numbers.
Whenever I see those pears I get laugh. LOL
What's the purpose of this post? How does it contribute to the technical discussion? What exactly makes you laugh? Is this a commentary on the state of DirectStorage, the fact it's not going to happen, a commentary on the PC software landscape where new features aren't readily adopted, an observation about a weakness in MS's game studios that they aren't pioneering software features to lead an example for other devs? What?? ¯\_(ツ)_/¯PS5 SSD tech showcase = Fully fledged high fidelity AAA game with ray tracing at 80+ frames that showcases the actual usecase of the said tech by paving the way for blazingly fast world to world transition through portals, merely half a year after the release of the console.
DirectStorage = Announced since 3 years, no games to speak of, no showcase to speak of.
Indeed. Those poor avocados.You are being disingenuous
I gotta admit I laughed at this. Although I disagree that Ratchet is the SSD technical showcase that people think it is... (DF proved it works on a bog standard drive) ... there IS a hint of truth to what you're saying overall.PS5 SSD tech showcase = Fully fledged high fidelity AAA game with ray tracing at 80+ frames that showcases the actual usecase of the said tech by paving the way for blazingly fast world to world transition through portals, merely half a year after the release of the console.
DirectStorage = Announced since 3 years, no games to speak of, no showcase to speak of. Oh, here's a wonky demo. Here's what you get: Some pears and numbers.
Whenever I see those pears I get laugh. LOL
Yes. Because VRAM usage between RDNA1 and Turing is identical, so this game does definately not use SFS.Have we had confirmation that Halo Infinite doesn't use SFS?
Playing it just and the textures seem to blend in really smoothly, like smoother than I've ever seen before.
PS5 SSD tech showcase = Fully fledged high fidelity AAA game with ray tracing at 80+ frames that showcases the actual usecase of the said tech by paving the way for blazingly fast world to world transition through portals, merely half a year after the release of the console.
DirectStorage = Announced since 3 years, no games to speak of, no showcase to speak of. Oh, here's a wonky demo. Here's what you get: Some pears and numbers.
Whenever I see those pears I get laugh. LOL
80% of the PS5's IO is just a fast NVMe drive/bus, another 10% is the hardware decompressor and the last 10% is the API/custom BIOS.
But none of it means much without software explicitly designed to take advantage of those features.
PC's have had the first 80% for a long time.
I disagree with those numbers.
PS5's NVME is actually nothing special, the secret sauce™ is the hardware decompressor and other I/O units along with the API.
now you got it.Indeed. Those poor avocados.
PS5 SSD tech showcase = Fully fledged high fidelity AAA game with ray tracing at 80+ frames that showcases the actual usecase of the said tech by paving the way for blazingly fast world to world transition through portals, merely half a year after the release of the console.
DirectStorage = Announced since 3 years, no games to speak of, no showcase to speak of. Oh, here's a wonky demo. Here's what you get: Some pears and numbers.
Whenever I see those pears I get laugh. LOL