Microsoft DirectStorage 1.4 Uses Your GPU to Erase Game Loading Screens
Microsoft's DirectStorage 1.4 technology shifts data decompression from the CPU to the GPU using the Zstd codec, drastically reducing open-world game loading times.
🧠AI AnalysisPhoto: PCWorld
Key points
- DirectStorage 1.4 utilizes the Zstd codec to eliminate game loading times.
- Data decompression is shifted from the CPU to the GPU for faster processing.
- Users need Hardware-accelerated GPU Scheduling enabled and proper direct-to-CPU SSD placement to achieve 6 to 7 GB/s benchmarks.
Microsoft has introduced DirectStorage 1.4, a system optimization designed to nearly eliminate game loading times, especially in open-world titles, by streamlining data transfer between NVMe storage and the graphics card. The core innovation of this release is the integration of the Zstandard codec, known as Zstd, which is an exceptionally efficient compression method.
Traditionally, a computer's central processing unit must handle the heavy workload of decompressing game files prior to rendering. Under the DirectStorage 1.4 architecture, this operation is offloaded entirely to the graphics processor, which utilizes Zstd codecs to execute the task at significantly higher speeds. To utilize this feature, users must manually activate Hardware-accelerated GPU Scheduling within their operating system to grant the necessary permissions for GPU-based decompression.
Verification of the technology requires downloading the GPU Decompression Benchmark tool via the Direct-Storage-Samples project on GitHub, as it is intended for developers and unavailable on the Microsoft Store. Systems equipped with modern NVMe storage should hit speeds of 6 to 7 gigabytes per second or higher. Falling below this threshold often indicates that the SSD is seated in a chipset-connected M.2 slot rather than the primary slot communicating directly with the CPU.
Source PCWorld — pcworld.com/article/3279092/directstorage-1-4-how-to-speed-up-games… ↗
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