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the video up there is old, back when it was v1.0. it's now v1.1. the info is on micrsosoft's github. the sample code is there. i compiled it. it runs. yes
not sure about rebar. i don't think tlou needs it. it's a tech that allows multiple threads to upload data to the gpu. tlou ocassionally is streaming entire scenes for transition, but i don't think rebar helps alot there. most of the time the game loop or rendering are the main consumer of your cpu. rebar, if done wrong can become a clusterfxck of ressoure-management too, if you're not careful. so...
I hope it’s not over complicated and expensive to add Direct Storage to PC games.
You're the one misinformed, it technically works on a 1060, but with textures like this game has and the VRAM buffer that DS requires to decompress data you end up with a tad higher VRAM requirement compared to CPU decompression, that is why publishers are reluctant.
you're kinda uninformed too. the buffer for staging can be setup by the developers. entirely controllable. the default in the reference implementation is 256 MB. so you loose just 512 MB vram. atm i'd still have that budget according to game vram display. on low end systems it should be downscaled accoringly to the expected data loads and thruput. yes
a compressed 4k texture (bc1 packed) consumes around 8.5 MB with all the mipmaps. that's nothing, really. if you go into quality mode (bc7) you look at double the size tho.
the thing with the hardware decompression is: you will loose framerate, cause the gpu will have to do the decompressing too while rendering the game. i have no idea how stable that is. the aync compute that is.
I know that for AMD hardware, Linux will resize the BAR regardless of the BIOS configuration (and will resize appropriately for the amount of VRAM regardless of what the GPU's vBIOS says).
radv (part of Mesa) supports large BAR and has optimisations for it, but you have to enable it by setting the game's environment up appropriately (there's an enviroment variable which the driver uses).
As for DirectStorage, apparently that works via Wine & vkd3d…
DirectStorage became available on PC on March 14th, 2022
https://devblogs.microsoft.com/directx/directstorage-api-available-on-pc/
But release 1.1 on November 7th, 2022 brought GPU decompression support, an essential thing for DS performance.
https://devblogs.microsoft.com/directx/directstorage-1-1-now-available/
I was just using information from Microsoft's developer blog.
https://devblogs.microsoft.com/directx/directstorage-1-1-coming-soon/
I would be interested in the source of your information, preferably with some tests. Any link?
Thank you for clarification and a link to the source.
Okay, I'm glad it helped.
It must be enabled in the bios and you need a GPU that supports it, That's pretty obvious.
There is a flag in the driver for it and it's set to "disabled" by default, But with Nvidia Profile inspector you absolutely can switch the flag to "enabled" and give it a profile to work with ( BFV etc etc )
https://i.imgur.com/pYBIMxQ.png
And as I very clearly wrote in my original reply on this thread.. which I've highlighted in bold for context.