We put Phison's new DirectStorage-enabling SSD firmware to the test.
The DirectStorage Advantage: Phison IO+ SSD Firmware Preview : Read more
The DirectStorage Advantage: Phison IO+ SSD Firmware Preview : Read more
The big deal is not full level loading, but constant incremental loading of assets during games. Something like what Rage tried to do before SSDs. As an example, don't load all textures at once, load only the ones you need at the current scene, and when the player moves you load what you need. That would be very hard on the CPU, but with DS it would be a lot more efficient.I think DirectStorage will only make a mediumish splash with gaming, and only in the mid to low tier space.
PCIe 4+ is lightning quick. Put together a PCIe 4+ performance system and you're loading up NVMe-optimized games in 7 seconds or less anyway. Yes, DS could potentially take that down to 3 seconds but, meh.
The unexpected gains of DS will be in the mid-performance gaming systems. Not only will games load much quicker on middling-performance storage mediums but, if you were sometimes hitting a CPU bottleneck due to a mid-performance CPU, DS may be exactly what you need to relieve 3-4% of the CPU workload by moving the asset decompression stage from the CPU to the GPU.
...and, it's free so, yeah, good stuff all around.
The big deal is not full level loading, but constant incremental loading of assets during games. Something like what Rage tried to do before SSDs. As an example, don't load all textures at once, load only the ones you need at the current scene, and when the player moves you load what you need. That would be very hard on the CPU, but with DS it would be a lot more efficient.
A stupid example to represent the idea, in old GTA's you only got a few of the cars on the streets, which caused the game to never show a car, but once you got it the game showed that car a lot suddenly. In UE5 Matrix demo, every car is unique, because they are loaded on the fly. I think that's the big advancement of this tech.It's interesting I believe that Unreal 5 is doing something like this using an atlas to lookup assets, which seems to have lowered the overhead for streaming in what's needed, because Unreal 5 seems capable of doing this kind of thing off of a standard 2.5" SSD
I think DirectStorage will only make a mediumish splash with gaming, and only in the mid to low tier space.
PCIe 4+ is lightning quick. Put together a PCIe 4+ performance system and you're loading up NVMe-optimized games in 7 seconds or less anyway. Yes, DS could potentially take that down to 3 seconds but, meh.
The unexpected gains of DS will be in the mid-performance gaming systems. Not only will games load much quicker on middling-performance storage mediums but, if you were sometimes hitting a CPU bottleneck due to a mid-performance CPU, DS may be exactly what you need to relieve 3-4% of the CPU workload by moving the asset decompression stage from the CPU to the GPU.
...and, it's free so, yeah, good stuff all around.
Partial level loading has been a thing for decades(?)The big deal is not full level loading, but constant incremental loading of assets during games. Something like what Rage tried to do before SSDs. As an example, don't load all textures at once, load only the ones you need at the current scene, and when the player moves you load what you need. That would be very hard on the CPU, but with DS it would be a lot more efficient.
Partial level loading has been a thing for decades(?)
But, quicker asset access will benefit things like pop-in and more detail distant textures, definitely.
Fast storage, even SATA SSDs, already eliminated the need for long loading hallways. So why do we need Direct Storage?Correct, but loading more map sections are typically disquised as a long tunnel, a long road or highway, or a warp portal etc.... Direct Storage and super fast SSD's will eliminate the need for that.
It matters more on mobile and low power devices like notebooks and thermally constrained devices, I'd say. Hence why Consoles got it implemented first in full.Fast storage, even SATA SSDs, already eliminated the need for long loading hallways. So why do we need Direct Storage?
I don't totally understand why reading data with Direct Storage would wear out a SSD faster, but the performance results aren't showing meaningful improvement, so I'm not convinced it will be worth it. Not that storage benchmarks would catch reduced CPU overhead.
(If it didn't cause extra wear then, fine, who cares).
How big or badly designed is Forsaken that it needs a constant 4GBps stream of data from storage, instead of just keeping most the assets in RAM? I understand why the Microsoft's XseX|S or the PS5 might need this tech, because those consoles are ridiculously limited in shared system memory. But on PC? I'm not seeing it.
A system with enough RAM shouldn't be constantly paging out to virtual memory on the hard drive - and games probably shouldn't be designed in a way that would require massive storage bandwidth when free memory (either RAM or GPU) is still available.
Why would requiring a an exceptionally high-speed gaming optimized SSD be better a better concept than having people put that money into more RAM with a normal nvme SSD?
One area where Direct Storage might actually be exciting, is if it improves the access speeds of RAM drives (using a pool of RAM as if it were storage). Obviously I would much rather that games directly take advantage of my "unfillable" 32GB of RAM- but it would be nice to see people get some better gains out of what is currently a terribly inefficient workaround.
What I would like to see is Phison with and without this firmware update. What goes up, what goes down...
It's too early to tell.Idiot question here... if I'm understanding this review right - my Samsung 980 Pro won't quite be good enough to run Forspoken on medium, because it can only stream at 3.5GB/s ?
I actually bought it with Forspoken and DirectStorage in mind, but it looks like it won't be enough? Is this game being gated to only the highest-end consumer SSDs? That can't be right?
Help!! lol.
From what the article says, I think the idea is that they want to decompress assets to temporary storage on the SSD, from where they can be streamed to the GPU on-demand (I can't see why else you'd need to sustain 4 GB/s of reads, unless it's decompressed). The effect should be enabling larger, richer, more detailed worlds.Fast storage, even SATA SSDs, already eliminated the need for long loading hallways. So why do we need Direct Storage?
Click through the iometer results. Those are pretty massive wins.but the performance results aren't showing meaningful improvement,
How much RAM do you want to require @ max quality? Modern desktops cap it at 128 GB, but you experience performance degradation above 64 GB. And the game doesn't get to use all of that for asset caching - maybe 48 GB or so would be safe to assume.How big or badly designed is Forsaken that it needs a constant 4GBps stream of data from storage, instead of just keeping most the assets in RAM?
Intuitively, I agree. But you'd really have to get into what sorts of features this enables and what impact that has on resource requirements. For that, you ought to be haunting game dev sites.games probably shouldn't be designed in a way that would require massive storage bandwidth
If the SSD is used to cache decompressed or runtime-generated data, then it lessens the burden on the CPU and/or GPU. If spending a little more on a SSD gives you the same experience as spending a lot more on a faster CPU and/or GPU, then it could be good value for money.Why would requiring a an exceptionally high-speed gaming optimized SSD be better a better concept than having people put that money into more RAM with a normal nvme SSD?
I also don't really understand why the drive partially recovers after falling off the cliff on sustained sequential write @ 425 seconds or so. Did it literally fill up all of the space @ lower density, and that forces it to have to simultaneously migrate data from lower-density to higher-density packing, while it continues to write? And once that's finished, it's then able to write at natively higher-density? That's the only explanation I can come up with.
Fast storage, even SATA SSDs, already eliminated the need for long loading hallways. So why do we need Direct Storage?
I strongly agree. For my system I went for 2 x16GB Ram because that is where i found the best price/GB ratio.i have DDR3600 C16. I could have gone for 64 GB, but I have not seen my previous system manage to utilise 16 GB @100% in most cases-- except serious multitasking like 3 spreadsheets, a word document, a pdf, browser with 10 tabs, + antivirus etc.Fast storage, even SATA SSDs, already eliminated the need for long loading hallways. So why do we need Direct Storage?
I don't totally understand why reading data with Direct Storage would wear out a SSD faster, but the performance results aren't showing meaningful improvement, so I'm not convinced it will be worth it. Not that storage benchmarks would catch reduced CPU overhead.
(If it didn't cause extra wear then, fine, who cares).
How big or badly designed is Forsaken that it needs a constant 4GBps stream of data from storage, instead of just keeping most the assets in RAM? I understand why the Microsoft's XseX|S or the PS5 might need this tech, because those consoles are ridiculously limited in shared system memory. But on PC? I'm not seeing it.
A system with enough RAM shouldn't be constantly paging out to virtual memory on the hard drive - and games probably shouldn't be designed in a way that would require massive storage bandwidth when free memory (either RAM or GPU) is still available.
Why would requiring a an exceptionally high-speed gaming optimized SSD be better a better concept than having people put that money into more RAM with a normal nvme SSD?
One area where Direct Storage might actually be exciting, is if it improves the access speeds of RAM drives (using a pool of RAM as if it were storage). Obviously I would much rather that games directly take advantage of my "unfillable" 32GB of RAM- but it would be nice to see people get some better gains out of what is currently a terribly inefficient workaround.