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2023 Upgrade Decompression Breakthrough Puzzle Popular Game Console to Release Fun and Creativity,Adult Meetings, Daily Work and Life, etc (Blue+Pink)

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Rather than thinking in terms of compressing files, it is better to think about compressing streams. For this reason, the DirectStorage SDK does not ship with a standalone tool for compressing files. Instances of the IDStorageCompressionCodec interface can be used for this. Use DStorageCreateCompressionCodec with DSTORAGE_COMPRESSION_FORMAT_GDEFLATE to obtain an instance of the GDeflate codec. This can be used to compress (and decompress) streams. See the MiniArchive project in the BulkLoadDemo sample for an example of this in action. Compressing Assets on non-Windows platforms

GPU: Any DirectX 12 capable GPU that supports Shader Model 6.0 will be able to take advantage of the new feature, we recommend a DX12 Ultimate capable card. For those who compete, coach or form the vital support teams around athletes, the Olympic and Paralympic journey is full of emotion, from elation to disappointment and everything in between. Each Games is unique and the postponement of Tokyo 2020, the on-going pandemic and the COVID safe measures at the Games, are just some of the additional factors that will contribute to the waves of emotion that all involved are likely to go through. Intel: https://www.intel.com/content/www/us/en/developer/articles/news/directstorage-on-intel-gpus.html GDeflate provides a new GPU decompression format that all hardware vendors can support and optimize for. Microsoft is working with key partners like AMD, Intel, and NVIDIA to provide drivers tailored for this format. “Intel is excited to release drivers co-engineered with Microsoft to work seamlessly with the DirectStorage Runtime to bring optimized GPU decompression capabilities to game developers!” said Murali Ramadoss, Intel Fellow and GM of GPU Software Architecture. Like all DirectX technologies, with DirectStorage, Microsoft is working to ensure that gamers have great options for compatibility and performance for their hardware.

In preparation for DirectStorage integration, applications should group resource I/O and creation requests close together in time. Ideally, resource I/O and creation operations occur in their own CPU thread, separate from threads doing other loading screen activities like shader creation. The technology this game boasts has always confused me. It simply looks like a more advanced version of portals or non-contiguous zone transitions found in older game engines. I know I've seen this sort of shifting in UT2004 and HL2 maps, although a much more primitive version of it based off scripted events or static boundaries. No DirectStorage required.The difference I believe, is how they're filling memory. Older techniques would essentially have two levels in memory at any given time. That way you could switch immediately, by just teleporting the player, at the cost of cutting your maximum level size in half. Insomniac appears to be switching between full-scale 10-12gb levels on a console with only 16gb of memory. Which means they only have one level in memory at a time. DirectStorage 1.1 doesn’t have a way to force CPU decompression on a per-request or per-queue basis. Instead, custom decompression can be used. For example, a title might designate DSTORAGE_CUSTOM_COMPRESSION_0 to mean “CPU decompressed GDeflate” and then use the custom decompression queue to decompress on the CPU.

DMA transfer from RAM to VRAM in large chunks (because PCIe is inefficent for small transfers)Yes, all of that. But also in addition to that the decompression is now taking place on the GPU as opposed to the CPU. nVidia stated in their RTX IO presentation that it is approximately a 20x speed up due decompression being a highly parallel work load. 80251Why would I want to utilize slow direct storage if I have a PC with 32 GiB or 64 GiB of memory? DDR4 access times and bandwidth are far greater than any NVME M.2 storage solution regardless of PCIe revision.In either situation you are still streaming from the NVME. Either as Wirko listed out above, or straight to GPU/VRAM. Modern games require a significant amount of data to create the realistic worlds and universes that gamers experience. To enable the processor to work at its optimum performance, all of this data must be loaded from storage into memory. The explosion of massive, dynamic open-world environments and living, persistent worlds with increased density and variety has only increased the amount of data required. From environmental mesh data, high polygon character models, high resolution textures, animation data, audio and video source files and more all combine together to deliver the most immersive game play environment for the player. Storage Device: DirectStorage enabled games will work on all devices (. You’ll need an NVMe SSD, where the bandwidth capabilities are much higher and the storage media itself is faster, to see the significant improvements of DirectStorage. We highly recommend ensuring your game files are saved to an NVMe to get the best gaming experience. GDeflate is a novel lossless data compression standard optimized for high-throughput decompression on the GPU with deflate-like compression ratios. GDeflate saves CPU cycles by offloading costly decompression operations to the GPU, while saving system interconnect bandwidth and on-disk footprint at the same time. GDeflate compression is inherently data-parallel, which enables greater scalability across a wide range of GPU architectures. It is designed to provide significant bandwidth amplification when loading from the fastest NVMe devices, supporting both bulk-loading and fine-grained streaming scenarios.During decompression, there will be time for congratulations on what has been achieved, contextualizing experiences and for the management of expectations concerning return to training or moving on to the next chapter. When the CompressionFormat field on DSTORAGE_REQUEST_OPTIONS is set to DSTORAGE_COMPRESSION_FORMAT_GDEFLATE, DirectStorage will decompress the stream using GDeflate Existing fixed-function implementations of DEFLATE can also be easily adapted to support GDeflate for improved compatibility and performance. Two-level parallelism

The four phases of the decompression process are as follows and the EIS Psychology Team will facilitate guidance around ‘Time Zero’ (stage 2) and training on ‘Process the Emotion’ (stage 3): Try to keep disk files accessed by DirectStorage separate from files accessed by other I/O APIs. Shared file use across different I/O APIs may result in the loss of bypass I/O improvements.In addition to Microsoft releasing DirectStorage 1.1, developers still have to optimize their games to use the new decompression technology, and graphics card manufacturers have to release new versions of their drivers to make it all work. Furthermore, the feature will only be available on hardware that supports DirectX 12 with Shader Model 6.0 or higher, and you will need to update the graphics driver (from AMD, Intel, or Nvidia) to the latest version.

We will be providing more API specifics and documentation with the release coming soon, here are a few ways developers can start planning now: Microsoft is delighted to partner with NVIDIA to bring the benefits of next-generation I/O to Windows gamers. DirectStorage for Windows will enable games to leverage NVIDIA’s cutting-edge RTX IO and provide game developers with a highly efficient and standard way to get the best possible performance from the GPU and I/O system. With DirectStorage, game sizes are minimized, load times reduced, and virtual worlds are free to become more expansive and detailed, with smooth and seamless streaming.” In general, various data types, such as texture and geometry, compress at different ratios. This can cause some variation in GPU decompression execution performance. Rolling this decompression work out across the EIS will allow everyone to process the Olympic and Paralympic Games, something our staff have worked towards and contributed to during this unique cycle, whilst tying into our values of We Care and We Collaborate. For ray-traced 1440p gameplay at high settings, the demands shift another notch up to an RTX 3070/RX 6800 XT and an i5-11600K/Ryzen 5 5600X. Then for users who want to crank all the visuals to the max at 4K resolution, the system requirements jump up to an RTX 4080/RX 7900 XTX and a Core i7-12700K/Ryzen 9 5900X.Second, the bitstream within tiles is specifically formatted to expose finer-grained, SIMD-level parallelism. We expect that a cooperative group of threads will process individual tiles, as the group can directly parse the GDeflate bitstream using hardware-accelerated data-parallel operations, commonly available on most SIMD architectures. Now, developers have a better solution. NVIDIA collaborated with Microsoft and IHV partners to develop GDeflate for DirectStorage 1.1, an open standard for GPU compression. The current Game Ready Driver (version 526.47) contains NVIDIA RTX IO technology, including optimizations for GDeflate. GDeflate: An Open GPU Compression Standard

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