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Good question. It might be worth using Process Explorer to see if it's loading the DLLs.Hmm... does Diablo 4 use DirectStorage? It has the dstorage.dll and dstoragecore.dll files in the directory just like Forspoken.
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Or are those files just something that is included with games built on the newer SDKs by default now?
So I checked, and no Diablo 4 isn't loading either of them.Good question. It might be worth using Process Explorer to see if it's loading the DLLs.
If you're unfamiliar with it then you press CTRL+L to open a lower pane window and then CTRL+D to switch from handles to DLLs. Then just find the executable in the upper list.
FWIW, I just noticed that there's a new version out and I was using a very outdated one. There's now a tab that shows cycles per thread and including DLLs. You can see it in this shot below and it should come in handy in the future. I found it interesting, in any case.So I checked, and no Diablo 4 isn't loading either of them.
Neat program btw. Thanks.
Yes they did.. Sapphire made one.Straight off the bat their VRAM is wrong, HD7970 was 3GB and as far as I know no one ever made a 6GB variant.
Yes they did.. Sapphire made one.
Most ports and cross-generation titles (which is almost everything currently released on Xbox Series X and PS5) don't use the HW decoders at all and do SW decompression on the CPU cores. We're still selling lots of Oodle Data licenses for PS5 and Xbox Series X titles, despite both having free HW decompression. Just because it's available doesn't mean software actually uses it.
Either device has 16GB of RAM and easily reads above 3.2GB/s with decompression, and a good chunk of RAM goes into purely transient memory like GPU render targets etc, so in practice there's a lot less data that actually needs to be resident, especially since many of the most memory-intensive things like high-detail mip map levels don't need to be present for the first frame to render and can continue loading in the background. Any load times significantly above 5 seconds, on either device, have nothing to do with either the SSD or codec speeds and are bottlenecked elsewhere, usually CPU bound.
It seems HW decompressor aren't used on many title on PS5 and Xbox Series.
It seems HW decompressor aren't used on many title on PS5 and Xbox Series.
I wonder if this is just a tooling problem that needs to be rectified, not every game company makes everything top to bottom.Searching about oodle kraken to explain this is not a PS5 technology I find some interesting stuff
Kraken compressor - Page 2
Kraken (part of Oodle from Rad Game Tools) (Closed Source) Reportedly near LZMA ratios with decompression speeds more comparable to Zstd. From http://cbloomrants.blogspot.ca/2016/04/release-kraken.htmlencode.su
About the PS5 implementation
Kraken compressor - Page 2
Kraken (part of Oodle from Rad Game Tools) (Closed Source) Reportedly near LZMA ratios with decompression speeds more comparable to Zstd. From http://cbloomrants.blogspot.ca/2016/04/release-kraken.htmlencode.su
It seems HW decompressor aren't used on many title on PS5 and Xbox Series.
I wonder if this is just a tooling problem that needs to be rectified, not every game company makes everything top to bottom.
It’s a curious situation, or perhaps there are limitations on the license if you multiplatform.
Seeing consumer prices here, WD have a cheaper 2230 option. If 2230 becomes more widespread (it's used in SteamDeck now) ,prices should drop a bit, but it'll always be more expensive for one chip solutions versus 4 chips.
Load times aren't always constrained by IO, though, so a game loading for more than 5 seconds doesn't mean that the HW decompressors aren't being used. It simply means that the bottleneck lies somewhere other than the movement of bits from storage to RAM. If you were already bottlenecked somewhere else, it doesn't matter that you can now move data 100x faster.It seems HW decompressor aren't used on many title on PS5 and Xbox Series.
Load times aren't always constrained by IO, though, so a game loading for more than 5 seconds doesn't mean that the HW decompressors aren't being used. It simply means that the bottleneck lies somewhere other than the movement of bits from storage to RAM. If you were already bottlenecked somewhere else, it doesn't matter that you can now move data 100x faster.