The technology needed to be ready and finished for devs to take into account with PC.
The same Nvidia guy told the first version of Direct Storage wasn't good and talk about usin IOring for improvement and it is now used. Things take time.
I had read that blog a while back, and by all measures DirectStorage is and always was going to be a "poor" implementation compared to what it is, and can be on console. There's nothing new about that statement. Especially for performance and optimization oriented programmers like Sherief. We already knew all of that. It's a stop gap measure to essentially make the relatively extremely inefficient storage to VRAM path as efficient as it could be until actual hardware based implementations can be created, and adopted by the wider market.
-Data still has to go to and be copied from system memory and create multiple copies
-Decompression still being done on the CPU (1.0) taking CPU cycles
or
-Decompression has to be done on the GPU (1.1) taking GPU cycles
These are all "poor" realities for performance seeking developers, currently. He also talks about how some control is abstracted away from developers with DirectStorage much like DX11 is compared to DX12. These guys want the most control as possible... but that's not always the current goal. I saw that he had mentioned some issues in the git and that they already implemented something that would solve his issue. Of course improvements take time... but improvements also don't happen until developers can get their hands on the code.
It's not that is isn't good... it's just that it's not good
enough yet
But I always thought this paragraph was interesting:
Let’s say I wanted to make the best out of this situation - I’ll manage my own upload heap, use my own CPU decompression and even write my own compute-based GPU decompression shaders for my own GPU-friendly compression format. In this case I just want DirectStorage to move compressed data from the SSD to either system memory, where I’ll run my decompression code and write the output to an upload heap and be responsible for submitting the copy command lists to do the actual upload, or move compressed data from the SSD to a video memory UAV and then once again I’m responsible for scheduling my own decompression work. The latter case works, and you can wait on a GPU fence for DirectStorage IO to complete (although it must be noted that the direct NVMe to video memory path is not currently implemented AFAIK, you can code today assuming it is and it will automagically work once the implementation is live, so zero issues there).
Here he is essentially saying that while not currently implemented in DirectStorage, you can write code which will allow for direct from NVMe to VRAM, which will work when the implementation finally goes live.. I thought some people here had said this wasn't going to be possible.. but it sounds like he either knows of a way it can work, or knows that it is being worked on.
Since that's an older blog post, perhaps things have changed since then... or perhaps not? I guess we'll just have to wait and see. But yes, by all measures DirectStorage for PC is a poor implementation of the console API. It wasn't ever going to be as efficient. But we do know that it will become more efficient in the future through dedicated silicon, and likely direct storage to VRAM access.