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Captain_Yuri said:
SvennoJ said:

Fist U-Turn announced, DirectStorage is no longer a Win 11 exclusive
https://arstechnica.com/gaming/2021/07/microsoft-changes-course-gives-gamers-a-reason-to-stick-with-windows-10/

"Microsoft is committed to ensuring that when game developers adopt a new API, they can reach as many gamers as possible," DirectX Program Manager Hassan Uraizee writes in explaining that the upcoming DirectStorage API will no longer be Windows 11-exclusive. This statement comes alongside Microsoft's launch of a DirectStorage preview program that will let developers immediately begin testing this feature in intensive 3D software. The API, among other things, redirects I/O calls for 3D graphical assets directly to a computer's GPU.

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"Even so, Windows 11's "storage stack upgrades" will be exclusive to that OS, and thus Uraizee says that gamers will want Windows 11 to access the "full potential" of DirectStorage."

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But one of DirectStorage's implied sales pitches is the ability to design real-time 3D worlds that revolve around a revolutionized I/O approach—one where wide-open landscapes and detailed elements no longer have to be hidden by mid-game trickery (i.e., waiting in an elevator or crawling through a thin passageway). Uraizee's brief explanation doesn't draw a line in the sand regarding how DirectStorage and its Win10 and Win11 variants will or won't factor into such ambitions for PC games.

"DirectStorage-enabled games will still run as well as they always have, even on PCs that have older storage hardware (e.g., HDDs)," he writes, but "as well as they always have" is a decidedly last-gen description. Once we see more ambitious console exclusives for the Xbox Series X/S and PlayStation 5, whose specs include aggressive SSD and I/O defaults, we'll see whether Uraizee's optimism will apply to those games' PC ports on slower-storage systems.

It won't make any difference in the near future. It won't make any difference to games like FS2020 either. While flying, disk access is in the hundreds of bytes range, basically non existent, while data from the net is in the hundreds of KB range to MB per second. It won't have any effect on procedural generation, ironically it will be most effective on last-gen type game design. Currently FS2020 is reading about 300 bytes per second from 3 files, while downloading over 300KB per second from 5 different servers. (Flying over Alaska atm)

Anyway good news, no need to worry about tpm requirements for quite a while.