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Das Speicherlaufwerk bewegt komprimierte Daten. Die CPU oder GPU führt weiterhin die Dekomprimierungsarbeit aus.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--info my-6 rounded-xl border p-5 border-blue-300 bg-blue-50 dark:border-blue-900 dark:bg-blue-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Direkte Antwort\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Ihre SSD liest komprimierte Spieldaten. Normalerweise dekomprimiert sie diese Daten nicht selbst.\u003C\u002Fstrong> DirectStorage koordiniert den Pfad vom Speicher zum Arbeitsspeicher, während die CPU oder GPU die Dekomprimierung übernehmen kann. DirectStorage 1.4 fügt Zstandard als neue Codec-Option hinzu und ermöglicht Entwicklern die Wahl zwischen CPU- oder GPU-Dekomprimierung.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Aktueller Status\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">DirectStorage 1.4 ist derzeit eine \u003Cstrong>öffentliche Vorschau\u003C\u002Fstrong>. Die Zstandard-Unterstützung und die Game Asset Conditioning Library sind Entwicklertechnologien, die in die Build- und Laufzeitpipeline eines Spiels integriert werden müssen. Das Ersetzen von DLL-Dateien in einem bestehenden Spiel aktiviert die neuen Funktionen nicht auf magische Weise.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Inhalt\">\u003Cstrong class=\"editorjs-toc__title\">Inhalt\u003C\u002Fstrong>\u003Col class=\"editorjs-toc__list editorjs-toc__list--depth-0\">\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-5\" class=\"editorjs-toc__link\">Der einfachste Weg, den Asset-Pfad zu verstehen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-8\" class=\"editorjs-toc__link\">Warum Spiel-Assets überhaupt komprimieren?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">DirectStorage verschiebt das Engpassproblem, es beseitigt es nicht\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">Was DirectStorage 1.4 hinzufügt\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-21\" class=\"editorjs-toc__link\">GPU-Dekomprimierung kostet weiterhin GPU-Ressourcen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-26\" class=\"editorjs-toc__link\">Warum Zstd im Vergleich zur älteren DirectStorage-Komprimierung wichtig ist\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-31\" class=\"editorjs-toc__link\">Das Kostendreieck des Asset-Streamings\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Was die Game Asset Conditioning Library macht\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-37\" class=\"editorjs-toc__link\">Was &quot;Conditioning&quot; in einfachem Deutsch bedeutet\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Wo maschinelles Lernen in GACL ins Spiel kommt\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-46\" class=\"editorjs-toc__link\">Bis zu 50 % bessere Komprimierung bedeutet nicht, dass jedes Spiel um 50 % kleiner wird\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Der Komprimierungsbehauptungs-Test\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-52\" class=\"editorjs-toc__link\">Warum das Ersetzen von DirectStorage-DLLs in einem Spiel Zstd nicht aktiviert\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-57\" class=\"editorjs-toc__link\">Warum schnellere SSDs die Dekomprimierungskosten nicht beseitigen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">Der Ladezeit-Pipeline-Test\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-63\" class=\"editorjs-toc__link\">Warum das für Open-World-Streaming wichtig ist\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-68\" class=\"editorjs-toc__link\">DirectStorage 1.4 verbessert auch die Sichtbarkeit der GPU-Planung\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-72\" class=\"editorjs-toc__link\">Was GPU-Hersteller als Nächstes tun\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-76\" class=\"editorjs-toc__link\">Was würde diese Antwort ändern?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-79\" class=\"editorjs-toc__link\">Einschränkungen\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-82\" class=\"editorjs-toc__link\">Fazit\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-86\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-88\" class=\"editorjs-toc__link\">Glossar\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-90\" class=\"editorjs-toc__link\">Primärquellen\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Der einfachste Weg, den Asset-Pfad zu verstehen\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Was passiert, wenn ein Spiel komprimierte Assets lädt\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Spiel-Asset wird komprimiert gespeichert\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Texturen, Geometrie oder andere Daten werden in komprimierter Form auf der SSD verpackt.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. SSD liest die komprimierten Bytes\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Das NVMe-Laufwerk bewegt diese Bytes schnell vom Speicher in den I\u002FO-Pfad des Systems.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. DirectStorage plant die Anforderung\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">DirectStorage koordiniert Hochdurchsatz-Lesevorgänge und wohin die resultierenden Daten gelangen sollen.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. CPU oder GPU dekomprimiert\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Der komprimierte Stream wird in die vom Spiel benötigte Form expandiert.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Asset wird nutzbar\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Die dekomprimierte Textur, der Puffer oder eine andere Ressource kann dann vom Renderer oder den Spielsystemen verwendet werden.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Das mentale Modell\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>SSD = bewegt komprimierte Daten.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>DirectStorage = koordiniert die Übertragung.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>CPU\u002FGPU = dekomprimiert.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Spiel-Engine = nutzt das Ergebnis.\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-8\">Warum Spiel-Assets überhaupt komprimieren?\u003C\u002Fh2>\n\u003Cp>Moderne Spiele enthalten enorme Mengen an Textur-, Geometrie-, Audio- und anderen Daten.\u003C\u002Fp>\n\u003Cp>Jedes Asset unkomprimiert zu speichern würde die Installationsgröße erhöhen und das Speichergerät zwingen, für denselben Inhalt mehr Bytes zu lesen.\u003C\u002Fp>\n\u003Cp>Komprimierung reduziert, wie viele Daten gespeichert und übertragen werden müssen. Der Kompromiss besteht darin, dass die Daten dekomprimiert werden müssen, bevor das Spiel sie verwenden kann.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">DirectStorage verschiebt das Engpassproblem, es beseitigt es nicht\u003C\u002Fh2>\n\u003Cp>Ein schnelles NVMe-Laufwerk kann komprimierte Daten viel schneller liefern als ältere Speicherpipelines, aber schnellere Lesevorgänge helfen nur, wenn der Rest des Pfades mithalten kann.\u003C\u002Fp>\n\u003Cp>Wenn die CPU Tausende kleiner Asset-Chunks dekomprimieren muss, während sie gleichzeitig Spiellogik, Physik und Draw-Submission ausführt, kann die Dekomprimierung selbst teuer werden.\u003C\u002Fp>\n\u003Cp>Deshalb unterstützt DirectStorage GPU-Dekomprimierung: Ein Teil der Arbeit kann von der CPU auf massiv paralleles GPU-Compute verlagert werden.\u003C\u002Fp>\n\u003Ch2 id=\"section-16\">Was DirectStorage 1.4 hinzufügt\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 fügt Zstandard, üblicherweise als Zstd geschrieben, als unterstütztes Komprimierungsformat hinzu.\u003C\u002Fp>\n\u003Cp>Microsoft hat Zstd gewählt, weil es starke Komprimierungsraten, gute Dekomprimierungsleistung, breite Software- und Hardware-Verfügbarkeit und weitverbreitete Akzeptanz kombiniert.\u003C\u002Fp>\n\u003Cp>Die wichtige Änderung ist, dass Zstd mit sowohl CPU- als auch GPU-Pfaden in das Dekomprimierungs-Framework von DirectStorage integriert ist.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">CPU- vs. GPU-Dekomprimierung\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">CPU-Dekomprimierung\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">GPU-Dekomprimierung\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Wo es läuft\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Potenzieller Vorteil\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Hauptkosten\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Beste Wahl\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-21\">GPU-Dekomprimierung kostet weiterhin GPU-Ressourcen\u003C\u002Fh2>\n\u003Cp>GPU-Dekomprimierung ist nicht kostenlos.\u003C\u002Fp>\n\u003Cp>DirectStorage verwendet Staging-Puffer im VRAM, um komprimierte Eingabe und dekomprimierte Ausgabe zu koordinieren. Microsoft warnt, dass ein übergroßer Staging-Puffer Speicher vom Rendering wegnehmen kann, während ein zu kleiner den Durchsatz verringern kann, weil Anfragen warten müssen.\u003C\u002Fp>\n\u003Cp>GPU-Dekomprimierung schafft also ein weiteres Balance-Problem: CPU-Arbeit reduzieren, ohne zu viel GPU-Speicher oder Rechenleistung vom Rendering zu stehlen.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story\" class=\"flex flex-col sm:flex-row gap-4 rounded-xl border border-gray-200 dark:border-gray-700 p-4 transition hover:border-primary-500\">\u003Cdiv class=\"min-w-0 flex-1\">\u003Cstrong class=\"block text-lg text-gray-900 dark:text-gray-100\">VRAM-Nutzung ist keine VRAM-Anforderung: Warum ein voller Speicheranzeiger nicht die ganze Geschichte erzählt\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Warum VRAM-Kapazität, Residenz-Budgets und Working Sets mehr zählen als eine einzelne Speichernutzungszahl.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">VRAM-Leitfaden lesen →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-26\">Warum Zstd im Vergleich zur älteren DirectStorage-Komprimierung wichtig ist\u003C\u002Fh2>\n\u003Cp>DirectStorage unterstützte bereits GDeflate, ein Komprimierungsformat, das für parallele GPU-Dekomprimierung entwickelt wurde.\u003C\u002Fp>\n\u003Cp>Zstd fügt eine andere Option hinzu: einen breit genutzten offenen Komprimierungsstandard mit starken Komprimierungsraten und umfangreichen Werkzeugen.\u003C\u002Fp>\n\u003Cp>Microsoft veröffentlicht außerdem einen Open-Source-GPU-Zstd-Dekomprimierungs-Compute-Shader als Basis, die GPU-Hersteller weiter optimieren können.\u003C\u002Fp>\n\u003Cp>Der anfängliche Shader ist auf Chunks von 256 KB oder kleiner optimiert, was gängigen streaming-orientierten Spiel-Packaging-Mustern entspricht.\u003C\u002Fp>\n\u003Ch2 id=\"section-31\">Das Kostendreieck des Asset-Streamings\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Komprimierung verändert drei verschiedene Kosten\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Was Komprimierung reduzieren kann\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Was sie erhöhen kann\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Installationsgröße\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Speicher-I\u002FO\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Laufzeit-CPU\u002FGPU-Arbeit\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-33\">Was die Game Asset Conditioning Library macht\u003C\u002Fh2>\n\u003Cp>Microsoft hat die Game Asset Conditioning Library, kurz GACL, zusammen mit DirectStorage 1.4 eingeführt.\u003C\u002Fp>\n\u003Cp>GACL ersetzt Zstd nicht. Es bereitet bestimmte Spiel-Assets so vor, dass Zstd sie effektiver komprimieren kann.\u003C\u002Fp>\n\u003Cp>Texturdaten sind ein Hauptziel, weil Texturen oft einen großen Anteil der Größe moderner Spielpakete ausmachen.\u003C\u002Fp>\n\u003Ch2 id=\"section-37\">Was \"Conditioning\" in einfachem Deutsch bedeutet\u003C\u002Fh2>\n\u003Cp>Conditioning bedeutet, die Daten vor der Komprimierung neu anzuordnen oder leicht zu verändern, damit der Kompressor nützlichere Muster finden kann.\u003C\u002Fp>\n\u003Cp>Bei blockkomprimierten Texturen kann GACL das Byte-Layout vor der Zstd-Komprimierung neu anordnen. DirectStorage macht diese Transformation nach der Dekomprimierung rückgängig.\u003C\u002Fp>\n\u003Cp>GACL enthält auch Techniken zur Entropiereduktion, die einige Texturinformationen bewusst vereinfachen können, um sie besser komprimierbar zu machen.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Nicht jeder Conditioning-Modus ist verlustfrei\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">GACL enthält sowohl \u003Cstrong>verlustfreie Transformationen\u003C\u002Fstrong> als auch \u003Cstrong>verlustbehaftete Texturoptimierung\u003C\u002Fstrong>. Eine bessere Komprimierung kann manchmal dadurch erreicht werden, dass man ein kontrolliertes Maß an visuellem Fehler akzeptiert.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-42\">Wo maschinelles Lernen in GACL ins Spiel kommt\u003C\u002Fh2>\n\u003Cp>Microsofts Component-Level Entropy Reduction, oder CLER, verwendet maschinelles Lernen als Teil des Prozesses zur Reduzierung der Texturentropie.\u003C\u002Fp>\n\u003Cp>Der Zweck ist nicht, Texturen zur Laufzeit zu generieren. Die ML-Arbeit ist Teil der Vorbereitung der Texturdaten, damit die endgültige komprimierte Darstellung kleiner werden kann, während eine akzeptable visuelle Qualität erhalten bleibt.\u003C\u002Fp>\n\u003Cp>Das macht GACL zu einer Optimierung der Content-Pipeline und nicht zu einem generativen KI-System im Spiel.\u003C\u002Fp>\n\u003Ch2 id=\"section-46\">Bis zu 50 % bessere Komprimierung bedeutet nicht, dass jedes Spiel um 50 % kleiner wird\u003C\u002Fh2>\n\u003Cp>Microsoft sagt, dass GACL für geeignete Assets eine Verbesserung der Zstd-Komprimierungsraten um bis zu 50 % liefern kann.\u003C\u002Fp>\n\u003Cp>Das ist nicht dasselbe wie die Aussage, dass eine gesamte Spielinstallation um 50 % schrumpft.\u003C\u002Fp>\n\u003Cp>Die tatsächliche Auswirkung hängt davon ab, welche Assets konditioniert werden, wie komprimierbar sie sind, welchen Anteil am Spiel sie ausmachen und ob verlustbehaftete Techniken akzeptabel sind.\u003C\u002Fp>\n\u003Ch2 id=\"section-50\">Der Komprimierungsbehauptungs-Test\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wie man eine Spielkomprimierungsbehauptung richtig liest\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Fragen Sie, was komprimiert wird\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Nur Texturen, alle Assets oder die komplette Installation?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Fragen Sie, was die Vergleichsbasis ist\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Unkomprimierte Daten, GDeflate, alte Zstd-Einstellungen oder ein anderes Paketformat?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Prüfen Sie, ob die Technik verlustfrei ist\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ein kleineres Ergebnis kann kontrollierten Qualitätsverlust beinhalten.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Trennen Sie Dateigröße von Ladeleistung\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Bessere Komprimierung reduziert die gelesenen Bytes, aber die Dekomprimierung kostet weiterhin Zeit.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Prüfen Sie den CPU\u002FGPU-Pfad\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Dieselben komprimierten Daten können sich unterschiedlich verhalten, je nachdem, wo die Dekomprimierung ausgeführt wird.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Messen Sie die komplette Pipeline\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Speicherdurchsatz, Dekomprimierungszeit, Nutzung des Staging-Speichers und die endgültige Verfügbarkeit der Assets sind alle wichtig.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-52\">Warum das Ersetzen von DirectStorage-DLLs in einem Spiel Zstd nicht aktiviert\u003C\u002Fh2>\n\u003Cp>Dies ist ein besonders wichtiges Missverständnis.\u003C\u002Fp>\n\u003Cp>Microsoft hat dies nach der Ankündigung von DirectStorage 1.4 ausdrücklich beantwortet: Das Ersetzen von DirectStorage-DLL-Dateien in einem bestehenden Spiel aktiviert nicht die neuen Vorschaufunktionen.\u003C\u002Fp>\n\u003Cp>Die Assets des Spiels müssen während des Build-Prozesses erstellt und mit Zstd komprimiert werden, eine optionale GACL-Konditionierung muss vor dem Ausliefern erfolgen, und das Spiel selbst muss die relevanten DirectStorage-APIs aufrufen.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Eine Laufzeit-DLL kann die Asset-Pipeline des Spiels nicht umschreiben\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Die Dateien auf der Festplatte, ihr Komprimierungsformat und die Engine-Integration müssen bereits für DirectStorage 1.4 ausgelegt sein.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-57\">Warum schnellere SSDs die Dekomprimierungskosten nicht beseitigen\u003C\u002Fh2>\n\u003Cp>Eine extrem schnelle SSD kann die Zeit verkürzen, die zum Lesen komprimierter Bytes benötigt wird, aber sie beseitigt nicht die Zeit, die erforderlich ist, um diese Bytes in nutzbare Assets umzuwandeln.\u003C\u002Fp>\n\u003Cp>Da der Speicher schneller wird, nimmt die relative Bedeutung von Dekomprimierung, Asset-Aufbereitung, GPU-Upload und engine-seitiger Verarbeitung zu.\u003C\u002Fp>\n\u003Cp>Genau deshalb hat sich DirectStorage über reine I\u002FO hinaus weiterentwickelt.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">Der Ladezeit-Pipeline-Test\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wie man diagnostiziert, ob der Speicher wirklich der Engpass ist\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Speicherlesezeit messen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Wie lange dauert es, die komprimierten Asset-Bytes zu liefern?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Dekomprimierung messen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Wie viel CPU- oder GPU-Zeit wird für die Entpackung der Daten aufgewendet?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Warteschlangen und Staging messen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Warten Anfragen, weil Staging-Puffer oder GPU-Warteschlangen gesättigt sind?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Upload und Ressourcenerstellung messen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Wie lange dauert es, bis die dekomprimierten Daten zu einer nutzbaren GPU-Ressource werden?\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Engine-seitige Arbeit messen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Shader, Objekterstellung, Weltaufbau und Asset-Registrierung können das Laden weiterhin dominieren.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">6. Die langsamste Stufe beheben\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Eine schnellere SSD hilft nur, wenn der Speicher-I\u002FO tatsächlich der limitierende Teil ist.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-63\">Warum das für Open-World-Streaming wichtig ist\u003C\u002Fh2>\n\u003Cp>Open-World-Spiele bewegen kontinuierlich Asset-Daten, während der Spieler die Karte durchquert.\u003C\u002Fp>\n\u003Cp>Das bedeutet, dass Asset-Streaming nicht nur darum geht, einen Ladebildschirm zu verkürzen. Die Pipeline muss Daten liefern, dekomprimieren und vorbereiten, während das Gameplay weiterläuft.\u003C\u002Fp>\n\u003Cp>Ein Codec mit einer starken Komprimierungsrate kann die Anzahl der aus dem Speicher geholten Bytes reduzieren, während eine schnelle GPU-Dekomprimierung dazu beitragen kann, CPU-Zeit für die Simulation verfügbar zu halten.\u003C\u002Fp>\n\u003Cp>Aber wenn die GPU selbst bereits gesättigt ist, kann das Verlagern der Dekomprimierungsarbeit dorthin eine sorgfältige Planung erfordern.\u003C\u002Fp>\n\u003Ch2 id=\"section-68\">DirectStorage 1.4 verbessert auch die Sichtbarkeit der GPU-Planung\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 fügt D3D12 CreatorID-Unterstützung für die internen Befehlswarteschlangen hinzu, die es verwaltet.\u003C\u002Fp>\n\u003Cp>Der Zweck besteht darin, DirectStorage-Workloads dabei zu helfen, vorhersehbarer an der D3D12-Warteschlangengruppierung und der GPU-Ausführungsplanung teilzunehmen.\u003C\u002Fp>\n\u003Cp>Das ist wichtig, weil die Dekomprimierung jetzt mit dem Rendering und anderen Compute-Arbeiten um dasselbe GPU-Ökosystem konkurriert.\u003C\u002Fp>\n\u003Ch2 id=\"section-72\">Was GPU-Hersteller als Nächstes tun\u003C\u002Fh2>\n\u003Cp>Microsoft sagt, dass AMD, Intel, NVIDIA und Qualcomm an hardware- und treiberspezifischen Zstd-Optimierungen arbeiten.\u003C\u002Fp>\n\u003Cp>AMD und NVIDIA haben öffentlich angekündigt, dass optimierte Unterstützung für die zweite Hälfte des Jahres 2026 angestrebt wird, während Intel und Qualcomm ebenfalls laufende Plattformarbeiten beschrieben haben.\u003C\u002Fp>\n\u003Cp>Das bedeutet, dass der öffentliche DirectStorage-GPU-Shader eine Basislinie ist, nicht unbedingt der endgültige Leistungspfad für zukünftige Hardware.\u003C\u002Fp>\n\u003Ch2 id=\"section-76\">Was würde diese Antwort ändern?\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 ist noch eine öffentliche Vorschau. Die endgültige API, die Zstd-Shader-Leistung, die GACL-Unterstützung und herstelleroptimierte Treiberpfade können sich alle ändern.\u003C\u002Fp>\n\u003Cp>Wenn zukünftige Speichergeräte eine standardisierte Hardware-Dekomprimierung hinzufügen, die in die PC-Asset-Pipeline integriert ist, könnte die klare Trennung zwischen „SSD-Lesevorgängen“ und „CPU\u002FGPU-Dekomprimierung“ weniger absolut werden. Das ist heute nicht das normale DirectStorage 1.4-Modell.\u003C\u002Fp>\n\u003Ch2 id=\"section-79\">Einschränkungen\u003C\u002Fh2>\n\u003Cp>Dieser Artikel erklärt die aktuelle öffentliche DirectStorage 1.4-Vorschau-Architektur von Microsoft. Er behauptet nicht, dass jedes Spiel, das DirectStorage verwendet, Zstd, GPU-Dekomprimierung oder GACL nutzen wird.\u003C\u002Fp>\n\u003Cp>Microsofts Aussagen zu Komprimierungsverhältnis und Leistung sind Technologieaussagen des Plattformanbieters. Reale Spielergebnisse hängen von der Asset-Zusammensetzung, den Komprimierungseinstellungen, der Hardware, den Treibern und der Engine-Integration ab.\u003C\u002Fp>\n\u003Ch2 id=\"section-82\">Fazit\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 ist leichter zu verstehen, wenn man die Aufgaben trennt.\u003C\u002Fp>\n\u003Cp>Die SSD bewegt komprimierte Bytes. DirectStorage plant die Übertragung. Zstd definiert, wie die Daten komprimiert werden. Die CPU oder GPU dekomprimiert sie. GACL kann einige Assets vorbereiten, damit Zstd sie effektiver komprimiert. Die Spiel-Engine konsumiert dann das fertige Asset.\u003C\u002Fp>\n\u003Cp>Eine schnellere SSD ist nur ein Teil dieser Kette.\u003C\u002Fp>\n\u003Ch2 id=\"section-86\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">DirectStorage 1.4 und Zstd auf Deutsch erklärt\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Lässt DirectStorage die SSD Spiel-Assets dekomprimieren?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Nein. Die SSD liest komprimierte Daten. DirectStorage koordiniert die E\u002FA, während die CPU oder GPU die Dekomprimierung durchführt.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Was ist neu in DirectStorage 1.4?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Die öffentliche Vorschau fügt Zstandard-Komprimierung, CPU\u002FGPU-Dekomprimierungsunterstützung, Integration der Game Asset Conditioning Library und verbesserte D3D12-Warteschlangenidentifikation hinzu.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Kann ich die DirectStorage-DLL eines Spiels ersetzen, um Zstd zu aktivieren?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Nein. Microsoft sagt, dass die Assets mit Zstd\u002FGACL erstellt werden müssen und das Spiel explizit die neuen APIs verwenden muss.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Ist die GPU-Dekomprimierung kostenlos?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Nein. Sie nutzt GPU-Compute, Bandbreite und Staging-Puffer, obwohl sie die CPU-Last reduzieren kann.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq5\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Was macht GACL?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Es bereitet Spiel-Assets, insbesondere Texturen, so auf, dass Zstd sie effektiver komprimieren kann. Einige Methoden sind verlustfrei und einige verlustbehaftet.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Bedeutet bis zu 50 % bessere Komprimierung, dass ein Spiel 50 % kleiner wird?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Nein. Die Zahl gilt für geeignete aufbereitete Assets, nicht automatisch für die gesamte Spielinstallation.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-88\">Glossar\u003C\u002Fh2>\n\u003Csection class=\"editorjs-glossary my-6 rounded-xl border border-gray-200 dark:border-gray-700 p-5\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Wichtige DirectStorage 1.4-Begriffe\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"directstorage\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">DirectStorage\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Microsofts API aus der DirectX-Familie für Hochdurchsatz-Spiel-Asset-E\u002FA und Dekomprimierung unter Windows.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"zstd\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Zstandard (Zstd)\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein offenes Komprimierungsformat, das DirectStorage 1.4 für Spiel-Assets hinzugefügt wurde.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"gpu-decompression\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">GPU-Dekomprimierung\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Erweiterung komprimierter Daten mithilfe von GPU-Compute, anstatt die gesamte Dekomprimierung auf der CPU durchzuführen.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"staging-buffer\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Staging-Puffer\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Temporärer GPU-Speicher, der von DirectStorage verwendet wird, um komprimierte und dekomprimierte Datenflüsse zu koordinieren.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"gacl\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">GACL\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Microsofts Game Asset Conditioning Library, die Assets vorbereitet, um die Komprimierungseffizienz zu verbessern.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"asset-streaming-cost-triangle\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Asset Streaming Cost Triangle\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Ein Figure Rocks-Modell, das Speichergröße, E\u002FA-Verkehr und Laufzeit-Dekomprimierungskosten trennt.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"compression-claim-test\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Compression Claim Test\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Eine Figure Rocks-Checkliste zur Interpretation von Komprimierungsaussagen durch Überprüfung des Asset-Umfangs, der Basislinie, des Qualitätsverlusts und der Laufzeitkosten.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-90\">Primärquellen\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fdirectstorage-1-4-release-adds-support-for-zstandard\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — DirectStorage 1.4 fügt Zstandard hinzu\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Ankündigung vom März 2026 zu Zstd, CPU\u002FGPU-Dekomprimierung, GACL, Optimierungsplänen der GPU-Hersteller und der DirectStorage 1.4-Vorschau.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fdirectstorage-api-downloads\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft DirectX — DirectStorage SDK &amp; API\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Release-Seite mit den Vorschau-Funktionen von DirectStorage 1.4 und dem Paketstatus.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FDirectStorage\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft — DirectStorage GitHub\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielles Repository mit Beispielen, GPU-Dekomprimierungs-Benchmarks und Implementierungshinweisen für DirectStorage.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FDirectStorage\u002Fblob\u002Fmain\u002FDocs\u002FDeveloperGuidance.md\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft — DirectStorage-Entwicklerleitfaden\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizieller Leitfaden, der den Datenfluss komprimierter Daten, die GPU-Dekomprimierung, Staging-Puffer und Speicherabwägungen erläutert.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FGame-Asset-Conditioning-Library\u002Fblob\u002Fmain\u002FREADME.md\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">Microsoft — Game Asset Conditioning Library\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Offizielle Dokumentation zu Textur-Konditionierung, Zstd, Shuffle-Transformationen und Techniken zur Entropiereduktion.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1210},1790406000956,[540,546,554,561,568,574,597,604,609,614,619,624,629,634,639,644,649,654,659,664,695,700,705,710,715,724,729,734,739,744,749,754,778,783,788,793,798,803,808,813,818,825,830,835,840,845,850,855,860,865,870,894,899,904,909,914,920,925,930,935,940,945,969,974,979,984,989,994,999,1004,1009,1014,1019,1024,1029,1034,1039,1044,1049,1054,1059,1064,1069,1074,1079,1084,1089,1120,1125,1159,1164,1174,1183,1192,1201],{"id":541,"data":542,"type":544,"tunes":545},"7b461210c1",{"text":543},"DirectStorage 1.4 fügt Zstandard-Komprimierung und GPU-Dekomprimierungsunterstützung für Spiel-Assets hinzu, aber das bedeutet nicht, dass Ihre SSD plötzlich Texturen und Modelle von selbst dekomprimiert. Das Speicherlaufwerk bewegt komprimierte Daten. Die CPU oder GPU führt weiterhin die Dekomprimierungsarbeit aus.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"2f0f63271c",{"body":549,"title":550,"variant":551},"\u003Cstrong>Ihre SSD liest komprimierte Spieldaten. Normalerweise dekomprimiert sie diese Daten nicht selbst.\u003C\u002Fstrong> DirectStorage koordiniert den Pfad vom Speicher zum Arbeitsspeicher, während die CPU oder GPU die Dekomprimierung übernehmen kann. DirectStorage 1.4 fügt Zstandard als neue Codec-Option hinzu und ermöglicht Entwicklern die Wahl zwischen CPU- oder GPU-Dekomprimierung.","Direkte Antwort","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"48a120727f",{"body":557,"title":558,"variant":559},"DirectStorage 1.4 ist derzeit eine \u003Cstrong>öffentliche Vorschau\u003C\u002Fstrong>. Die Zstandard-Unterstützung und die Game Asset Conditioning Library sind Entwicklertechnologien, die in die Build- und Laufzeitpipeline eines Spiels integriert werden müssen. Das Ersetzen von DLL-Dateien in einem bestehenden Spiel aktiviert die neuen Funktionen nicht auf magische Weise.","Aktueller Status","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2954eec7f8",{"title":564,"maxLevel":565,"minLevel":47},"Inhalt",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"980168054a",{"text":571,"level":47},"Der einfachste Weg, den Asset-Pfad zu verstehen","header",{},{"id":575,"data":576,"type":595,"tunes":596},"99210cf7a2",{"steps":577,"title":593,"orientation":594},[578,581,584,587,590],{"label":579,"description":580},"1. Spiel-Asset wird komprimiert gespeichert","Texturen, Geometrie oder andere Daten werden in komprimierter Form auf der SSD verpackt.",{"label":582,"description":583},"2. SSD liest die komprimierten Bytes","Das NVMe-Laufwerk bewegt diese Bytes schnell vom Speicher in den I\u002FO-Pfad des Systems.",{"label":585,"description":586},"3. DirectStorage plant die Anforderung","DirectStorage koordiniert Hochdurchsatz-Lesevorgänge und wohin die resultierenden Daten gelangen sollen.",{"label":588,"description":589},"4. CPU oder GPU dekomprimiert","Der komprimierte Stream wird in die vom Spiel benötigte Form expandiert.",{"label":591,"description":592},"5. Asset wird nutzbar","Die dekomprimierte Textur, der Puffer oder eine andere Ressource kann dann vom Renderer oder den Spielsystemen verwendet werden.","Was passiert, wenn ein Spiel komprimierte Assets lädt","auto","processFlow",{},{"id":598,"data":599,"type":552,"tunes":603},"d375ebe60b",{"body":600,"title":601,"variant":602},"\u003Cstrong>SSD = bewegt komprimierte Daten.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>DirectStorage = koordiniert die Übertragung.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>CPU\u002FGPU = dekomprimiert.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Spiel-Engine = nutzt das Ergebnis.\u003C\u002Fstrong>","Das mentale Modell","success",{},{"id":605,"data":606,"type":572,"tunes":608},"dbcc92fffe",{"text":607,"level":47},"Warum Spiel-Assets überhaupt komprimieren?",{},{"id":610,"data":611,"type":544,"tunes":613},"fa9fc5a6fc",{"text":612},"Moderne Spiele enthalten enorme Mengen an Textur-, Geometrie-, Audio- und anderen Daten.",{},{"id":615,"data":616,"type":544,"tunes":618},"375587179a",{"text":617},"Jedes Asset unkomprimiert zu speichern würde die Installationsgröße erhöhen und das Speichergerät zwingen, für denselben Inhalt mehr Bytes zu lesen.",{},{"id":620,"data":621,"type":544,"tunes":623},"6f00b8cbff",{"text":622},"Komprimierung reduziert, wie viele Daten gespeichert und übertragen werden müssen. Der Kompromiss besteht darin, dass die Daten dekomprimiert werden müssen, bevor das Spiel sie verwenden kann.",{},{"id":625,"data":626,"type":572,"tunes":628},"1c00bf96d8",{"text":627,"level":47},"DirectStorage verschiebt das Engpassproblem, es beseitigt es nicht",{},{"id":630,"data":631,"type":544,"tunes":633},"2fd37b24a2",{"text":632},"Ein schnelles NVMe-Laufwerk kann komprimierte Daten viel schneller liefern als ältere Speicherpipelines, aber schnellere Lesevorgänge helfen nur, wenn der Rest des Pfades mithalten kann.",{},{"id":635,"data":636,"type":544,"tunes":638},"d68045b6ad",{"text":637},"Wenn die CPU Tausende kleiner Asset-Chunks dekomprimieren muss, während sie gleichzeitig Spiellogik, Physik und Draw-Submission ausführt, kann die Dekomprimierung selbst teuer werden.",{},{"id":640,"data":641,"type":544,"tunes":643},"a16eb295ca",{"text":642},"Deshalb unterstützt DirectStorage GPU-Dekomprimierung: Ein Teil der Arbeit kann von der CPU auf massiv paralleles GPU-Compute verlagert werden.",{},{"id":645,"data":646,"type":572,"tunes":648},"b4937d330d",{"text":647,"level":47},"Was DirectStorage 1.4 hinzufügt",{},{"id":650,"data":651,"type":544,"tunes":653},"15fbbac723",{"text":652},"DirectStorage 1.4 fügt Zstandard, üblicherweise als Zstd geschrieben, als unterstütztes Komprimierungsformat hinzu.",{},{"id":655,"data":656,"type":544,"tunes":658},"9c19185ae4",{"text":657},"Microsoft hat Zstd gewählt, weil es starke Komprimierungsraten, gute Dekomprimierungsleistung, breite Software- und Hardware-Verfügbarkeit und weitverbreitete Akzeptanz kombiniert.",{},{"id":660,"data":661,"type":544,"tunes":663},"431523b335",{"text":662},"Die wichtige Änderung ist, dass Zstd mit sowohl CPU- als auch GPU-Pfaden in das Dekomprimierungs-Framework von DirectStorage integriert ist.",{},{"id":665,"data":666,"type":693,"tunes":694},"940098d2af",{"rows":667,"title":684,"layout":685,"columns":686},[668,672,676,680],{"id":669,"label":670,"values":671},"execution","Wo es läuft",[13,13],{"id":673,"label":674,"values":675},"advantage","Potenzieller Vorteil",[13,13],{"id":677,"label":678,"values":679},"cost","Hauptkosten",[13,13],{"id":681,"label":682,"values":683},"best","Beste Wahl",[13,13],"CPU- vs. GPU-Dekomprimierung","table",[687,690],{"id":688,"label":689},"cpu","CPU-Dekomprimierung",{"id":691,"label":692},"gpu","GPU-Dekomprimierung","comparison",{},{"id":696,"data":697,"type":572,"tunes":699},"c6262b2b30",{"text":698,"level":47},"GPU-Dekomprimierung kostet weiterhin GPU-Ressourcen",{},{"id":701,"data":702,"type":544,"tunes":704},"b4cde1abf8",{"text":703},"GPU-Dekomprimierung ist nicht kostenlos.",{},{"id":706,"data":707,"type":544,"tunes":709},"9a58b4b286",{"text":708},"DirectStorage verwendet Staging-Puffer im VRAM, um komprimierte Eingabe und dekomprimierte Ausgabe zu koordinieren. Microsoft warnt, dass ein übergroßer Staging-Puffer Speicher vom Rendering wegnehmen kann, während ein zu kleiner den Durchsatz verringern kann, weil Anfragen warten müssen.",{},{"id":711,"data":712,"type":544,"tunes":714},"4a44c060ae",{"text":713},"GPU-Dekomprimierung schafft also ein weiteres Balance-Problem: CPU-Arbeit reduzieren, ohne zu viel GPU-Speicher oder Rechenleistung vom Rendering zu stehlen.",{},{"id":716,"data":717,"type":722,"tunes":723},"3f3babfc82",{"url":718,"title":719,"excerpt":720,"ctaLabel":721},"https:\u002F\u002Ffigure.rocks\u002Fde\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","VRAM-Nutzung ist keine VRAM-Anforderung: Warum ein voller Speicheranzeiger nicht die ganze Geschichte erzählt","Warum VRAM-Kapazität, Residenz-Budgets und Working Sets mehr zählen als eine einzelne Speichernutzungszahl.","VRAM-Leitfaden lesen","referralArticle",{},{"id":725,"data":726,"type":572,"tunes":728},"a942fbe973",{"text":727,"level":47},"Warum Zstd im Vergleich zur älteren DirectStorage-Komprimierung wichtig ist",{},{"id":730,"data":731,"type":544,"tunes":733},"ef8a3b3ba5",{"text":732},"DirectStorage unterstützte bereits GDeflate, ein Komprimierungsformat, das für parallele GPU-Dekomprimierung entwickelt wurde.",{},{"id":735,"data":736,"type":544,"tunes":738},"84da708009",{"text":737},"Zstd fügt eine andere Option hinzu: einen breit genutzten offenen Komprimierungsstandard mit starken Komprimierungsraten und umfangreichen Werkzeugen.",{},{"id":740,"data":741,"type":544,"tunes":743},"e402caab8b",{"text":742},"Microsoft veröffentlicht außerdem einen Open-Source-GPU-Zstd-Dekomprimierungs-Compute-Shader als Basis, die GPU-Hersteller weiter optimieren können.",{},{"id":745,"data":746,"type":544,"tunes":748},"6ff4e34bf6",{"text":747},"Der anfängliche Shader ist auf Chunks von 256 KB oder kleiner optimiert, was gängigen streaming-orientierten Spiel-Packaging-Mustern entspricht.",{},{"id":750,"data":751,"type":572,"tunes":753},"4328a25e36",{"text":752,"level":47},"Das Kostendreieck des Asset-Streamings",{},{"id":755,"data":756,"type":693,"tunes":777},"3a792d45ba",{"rows":757,"title":770,"layout":685,"columns":771},[758,762,766],{"id":759,"label":760,"values":761},"storage","Installationsgröße",[13,13],{"id":763,"label":764,"values":765},"io","Speicher-I\u002FO",[13,13],{"id":767,"label":768,"values":769},"runtime","Laufzeit-CPU\u002FGPU-Arbeit",[13,13],"Komprimierung verändert drei verschiedene Kosten",[772,775],{"id":773,"label":774},"benefit","Was Komprimierung reduzieren kann",{"id":677,"label":776},"Was sie erhöhen kann",{},{"id":779,"data":780,"type":572,"tunes":782},"5d30690c89",{"text":781,"level":47},"Was die Game Asset Conditioning Library macht",{},{"id":784,"data":785,"type":544,"tunes":787},"25b7db1be9",{"text":786},"Microsoft hat die Game Asset Conditioning Library, kurz GACL, zusammen mit DirectStorage 1.4 eingeführt.",{},{"id":789,"data":790,"type":544,"tunes":792},"c68144d961",{"text":791},"GACL ersetzt Zstd nicht. Es bereitet bestimmte Spiel-Assets so vor, dass Zstd sie effektiver komprimieren kann.",{},{"id":794,"data":795,"type":544,"tunes":797},"4a4b7bfc11",{"text":796},"Texturdaten sind ein Hauptziel, weil Texturen oft einen großen Anteil der Größe moderner Spielpakete ausmachen.",{},{"id":799,"data":800,"type":572,"tunes":802},"7fe0a2d504",{"text":801,"level":47},"Was \"Conditioning\" in einfachem Deutsch bedeutet",{},{"id":804,"data":805,"type":544,"tunes":807},"96a5e493d3",{"text":806},"Conditioning bedeutet, die Daten vor der Komprimierung neu anzuordnen oder leicht zu verändern, damit der Kompressor nützlichere Muster finden kann.",{},{"id":809,"data":810,"type":544,"tunes":812},"cb4a8a997c",{"text":811},"Bei blockkomprimierten Texturen kann GACL das Byte-Layout vor der Zstd-Komprimierung neu anordnen. DirectStorage macht diese Transformation nach der Dekomprimierung rückgängig.",{},{"id":814,"data":815,"type":544,"tunes":817},"55267a13ca",{"text":816},"GACL enthält auch Techniken zur Entropiereduktion, die einige Texturinformationen bewusst vereinfachen können, um sie besser komprimierbar zu machen.",{},{"id":819,"data":820,"type":552,"tunes":824},"540deb670e",{"body":821,"title":822,"variant":823},"GACL enthält sowohl \u003Cstrong>verlustfreie Transformationen\u003C\u002Fstrong> als auch \u003Cstrong>verlustbehaftete Texturoptimierung\u003C\u002Fstrong>. Eine bessere Komprimierung kann manchmal dadurch erreicht werden, dass man ein kontrolliertes Maß an visuellem Fehler akzeptiert.","Nicht jeder Conditioning-Modus ist verlustfrei","warning",{},{"id":826,"data":827,"type":572,"tunes":829},"9836ed86ae",{"text":828,"level":47},"Wo maschinelles Lernen in GACL ins Spiel kommt",{},{"id":831,"data":832,"type":544,"tunes":834},"4d663da4d4",{"text":833},"Microsofts Component-Level Entropy Reduction, oder CLER, verwendet maschinelles Lernen als Teil des Prozesses zur Reduzierung der Texturentropie.",{},{"id":836,"data":837,"type":544,"tunes":839},"79c4cad150",{"text":838},"Der Zweck ist nicht, Texturen zur Laufzeit zu generieren. Die ML-Arbeit ist Teil der Vorbereitung der Texturdaten, damit die endgültige komprimierte Darstellung kleiner werden kann, während eine akzeptable visuelle Qualität erhalten bleibt.",{},{"id":841,"data":842,"type":544,"tunes":844},"99085e4c77",{"text":843},"Das macht GACL zu einer Optimierung der Content-Pipeline und nicht zu einem generativen KI-System im Spiel.",{},{"id":846,"data":847,"type":572,"tunes":849},"14d13e675d",{"text":848,"level":47},"Bis zu 50 % bessere Komprimierung bedeutet nicht, dass jedes Spiel um 50 % kleiner wird",{},{"id":851,"data":852,"type":544,"tunes":854},"aaeb908807",{"text":853},"Microsoft sagt, dass GACL für geeignete Assets eine Verbesserung der Zstd-Komprimierungsraten um bis zu 50 % liefern kann.",{},{"id":856,"data":857,"type":544,"tunes":859},"57085743b1",{"text":858},"Das ist nicht dasselbe wie die Aussage, dass eine gesamte Spielinstallation um 50 % schrumpft.",{},{"id":861,"data":862,"type":544,"tunes":864},"8e4feee49d",{"text":863},"Die tatsächliche Auswirkung hängt davon ab, welche Assets konditioniert werden, wie komprimierbar sie sind, welchen Anteil am Spiel sie ausmachen und ob verlustbehaftete Techniken akzeptabel sind.",{},{"id":866,"data":867,"type":572,"tunes":869},"2cd6a2b721",{"text":868,"level":47},"Der Komprimierungsbehauptungs-Test",{},{"id":871,"data":872,"type":595,"tunes":893},"5537c18816",{"steps":873,"title":892,"orientation":594},[874,877,880,883,886,889],{"label":875,"description":876},"1. Fragen Sie, was komprimiert wird","Nur Texturen, alle Assets oder die komplette Installation?",{"label":878,"description":879},"2. Fragen Sie, was die Vergleichsbasis ist","Unkomprimierte Daten, GDeflate, alte Zstd-Einstellungen oder ein anderes Paketformat?",{"label":881,"description":882},"3. Prüfen Sie, ob die Technik verlustfrei ist","Ein kleineres Ergebnis kann kontrollierten Qualitätsverlust beinhalten.",{"label":884,"description":885},"4. Trennen Sie Dateigröße von Ladeleistung","Bessere Komprimierung reduziert die gelesenen Bytes, aber die Dekomprimierung kostet weiterhin Zeit.",{"label":887,"description":888},"5. Prüfen Sie den CPU\u002FGPU-Pfad","Dieselben komprimierten Daten können sich unterschiedlich verhalten, je nachdem, wo die Dekomprimierung ausgeführt wird.",{"label":890,"description":891},"6. Messen Sie die komplette Pipeline","Speicherdurchsatz, Dekomprimierungszeit, Nutzung des Staging-Speichers und die endgültige Verfügbarkeit der Assets sind alle wichtig.","Wie man eine Spielkomprimierungsbehauptung richtig liest",{},{"id":895,"data":896,"type":572,"tunes":898},"0ada530e08",{"text":897,"level":47},"Warum das Ersetzen von DirectStorage-DLLs in einem Spiel Zstd nicht aktiviert",{},{"id":900,"data":901,"type":544,"tunes":903},"4da8a4e81a",{"text":902},"Dies ist ein besonders wichtiges Missverständnis.",{},{"id":905,"data":906,"type":544,"tunes":908},"2e03f9f3b4",{"text":907},"Microsoft hat dies nach der Ankündigung von DirectStorage 1.4 ausdrücklich beantwortet: Das Ersetzen von DirectStorage-DLL-Dateien in einem bestehenden Spiel aktiviert nicht die neuen Vorschaufunktionen.",{},{"id":910,"data":911,"type":544,"tunes":913},"f62e4bf14a",{"text":912},"Die Assets des Spiels müssen während des Build-Prozesses erstellt und mit Zstd komprimiert werden, eine optionale GACL-Konditionierung muss vor dem Ausliefern erfolgen, und das Spiel selbst muss die relevanten DirectStorage-APIs aufrufen.",{},{"id":915,"data":916,"type":552,"tunes":919},"0eb0a84749",{"body":917,"title":918,"variant":602},"Die Dateien auf der Festplatte, ihr Komprimierungsformat und die Engine-Integration müssen bereits für DirectStorage 1.4 ausgelegt sein.","Eine Laufzeit-DLL kann die Asset-Pipeline des Spiels nicht umschreiben",{},{"id":921,"data":922,"type":572,"tunes":924},"acb0fb0c0e",{"text":923,"level":47},"Warum schnellere SSDs die Dekomprimierungskosten nicht beseitigen",{},{"id":926,"data":927,"type":544,"tunes":929},"17a8cecdd3",{"text":928},"Eine extrem schnelle SSD kann die Zeit verkürzen, die zum Lesen komprimierter Bytes benötigt wird, aber sie beseitigt nicht die Zeit, die erforderlich ist, um diese Bytes in nutzbare Assets umzuwandeln.",{},{"id":931,"data":932,"type":544,"tunes":934},"b4fa0ab639",{"text":933},"Da der Speicher schneller wird, nimmt die relative Bedeutung von Dekomprimierung, Asset-Aufbereitung, GPU-Upload und engine-seitiger Verarbeitung zu.",{},{"id":936,"data":937,"type":544,"tunes":939},"8e24a111c3",{"text":938},"Genau deshalb hat sich DirectStorage über reine I\u002FO hinaus weiterentwickelt.",{},{"id":941,"data":942,"type":572,"tunes":944},"06446ca61f",{"text":943,"level":47},"Der Ladezeit-Pipeline-Test",{},{"id":946,"data":947,"type":595,"tunes":968},"79ccb70f4a",{"steps":948,"title":967,"orientation":594},[949,952,955,958,961,964],{"label":950,"description":951},"1. Speicherlesezeit messen","Wie lange dauert es, die komprimierten Asset-Bytes zu liefern?",{"label":953,"description":954},"2. Dekomprimierung messen","Wie viel CPU- oder GPU-Zeit wird für die Entpackung der Daten aufgewendet?",{"label":956,"description":957},"3. Warteschlangen und Staging messen","Warten Anfragen, weil Staging-Puffer oder GPU-Warteschlangen gesättigt sind?",{"label":959,"description":960},"4. Upload und Ressourcenerstellung messen","Wie lange dauert es, bis die dekomprimierten Daten zu einer nutzbaren GPU-Ressource werden?",{"label":962,"description":963},"5. Engine-seitige Arbeit messen","Shader, Objekterstellung, Weltaufbau und Asset-Registrierung können das Laden weiterhin dominieren.",{"label":965,"description":966},"6. Die langsamste Stufe beheben","Eine schnellere SSD hilft nur, wenn der Speicher-I\u002FO tatsächlich der limitierende Teil ist.","Wie man diagnostiziert, ob der Speicher wirklich der Engpass ist",{},{"id":970,"data":971,"type":572,"tunes":973},"571576014a",{"text":972,"level":47},"Warum das für Open-World-Streaming wichtig ist",{},{"id":975,"data":976,"type":544,"tunes":978},"806314e0fe",{"text":977},"Open-World-Spiele bewegen kontinuierlich Asset-Daten, während der Spieler die Karte durchquert.",{},{"id":980,"data":981,"type":544,"tunes":983},"7bb8a063e0",{"text":982},"Das bedeutet, dass Asset-Streaming nicht nur darum geht, einen Ladebildschirm zu verkürzen. Die Pipeline muss Daten liefern, dekomprimieren und vorbereiten, während das Gameplay weiterläuft.",{},{"id":985,"data":986,"type":544,"tunes":988},"012c8cf647",{"text":987},"Ein Codec mit einer starken Komprimierungsrate kann die Anzahl der aus dem Speicher geholten Bytes reduzieren, während eine schnelle GPU-Dekomprimierung dazu beitragen kann, CPU-Zeit für die Simulation verfügbar zu halten.",{},{"id":990,"data":991,"type":544,"tunes":993},"f978c83ceb",{"text":992},"Aber wenn die GPU selbst bereits gesättigt ist, kann das Verlagern der Dekomprimierungsarbeit dorthin eine sorgfältige Planung erfordern.",{},{"id":995,"data":996,"type":572,"tunes":998},"ba6e748605",{"text":997,"level":47},"DirectStorage 1.4 verbessert auch die Sichtbarkeit der GPU-Planung",{},{"id":1000,"data":1001,"type":544,"tunes":1003},"d858b01445",{"text":1002},"DirectStorage 1.4 fügt D3D12 CreatorID-Unterstützung für die internen Befehlswarteschlangen hinzu, die es verwaltet.",{},{"id":1005,"data":1006,"type":544,"tunes":1008},"34afe0ff59",{"text":1007},"Der Zweck besteht darin, DirectStorage-Workloads dabei zu helfen, vorhersehbarer an der D3D12-Warteschlangengruppierung und der GPU-Ausführungsplanung teilzunehmen.",{},{"id":1010,"data":1011,"type":544,"tunes":1013},"37941fcc6e",{"text":1012},"Das ist wichtig, weil die Dekomprimierung jetzt mit dem Rendering und anderen Compute-Arbeiten um dasselbe GPU-Ökosystem konkurriert.",{},{"id":1015,"data":1016,"type":572,"tunes":1018},"b48d791481",{"text":1017,"level":47},"Was GPU-Hersteller als Nächstes tun",{},{"id":1020,"data":1021,"type":544,"tunes":1023},"8e92b40d82",{"text":1022},"Microsoft sagt, dass AMD, Intel, NVIDIA und Qualcomm an hardware- und treiberspezifischen Zstd-Optimierungen arbeiten.",{},{"id":1025,"data":1026,"type":544,"tunes":1028},"fe70c63125",{"text":1027},"AMD und NVIDIA haben öffentlich angekündigt, dass optimierte Unterstützung für die zweite Hälfte des Jahres 2026 angestrebt wird, während Intel und Qualcomm ebenfalls laufende Plattformarbeiten beschrieben haben.",{},{"id":1030,"data":1031,"type":544,"tunes":1033},"b32885f619",{"text":1032},"Das bedeutet, dass der öffentliche DirectStorage-GPU-Shader eine Basislinie ist, nicht unbedingt der endgültige Leistungspfad für zukünftige Hardware.",{},{"id":1035,"data":1036,"type":572,"tunes":1038},"5bdd394fbe",{"text":1037,"level":47},"Was würde diese Antwort ändern?",{},{"id":1040,"data":1041,"type":544,"tunes":1043},"df440ec666",{"text":1042},"DirectStorage 1.4 ist noch eine öffentliche Vorschau. Die endgültige API, die Zstd-Shader-Leistung, die GACL-Unterstützung und herstelleroptimierte Treiberpfade können sich alle ändern.",{},{"id":1045,"data":1046,"type":544,"tunes":1048},"032ea5afdc",{"text":1047},"Wenn zukünftige Speichergeräte eine standardisierte Hardware-Dekomprimierung hinzufügen, die in die PC-Asset-Pipeline integriert ist, könnte die klare Trennung zwischen „SSD-Lesevorgängen“ und „CPU\u002FGPU-Dekomprimierung“ weniger absolut werden. Das ist heute nicht das normale DirectStorage 1.4-Modell.",{},{"id":1050,"data":1051,"type":572,"tunes":1053},"76422e49b2",{"text":1052,"level":47},"Einschränkungen",{},{"id":1055,"data":1056,"type":544,"tunes":1058},"014e638d31",{"text":1057},"Dieser Artikel erklärt die aktuelle öffentliche DirectStorage 1.4-Vorschau-Architektur von Microsoft. Er behauptet nicht, dass jedes Spiel, das DirectStorage verwendet, Zstd, GPU-Dekomprimierung oder GACL nutzen wird.",{},{"id":1060,"data":1061,"type":544,"tunes":1063},"7dd689e651",{"text":1062},"Microsofts Aussagen zu Komprimierungsverhältnis und Leistung sind Technologieaussagen des Plattformanbieters. Reale Spielergebnisse hängen von der Asset-Zusammensetzung, den Komprimierungseinstellungen, der Hardware, den Treibern und der Engine-Integration ab.",{},{"id":1065,"data":1066,"type":572,"tunes":1068},"b7bbbdd494",{"text":1067,"level":47},"Fazit",{},{"id":1070,"data":1071,"type":544,"tunes":1073},"6c07e0bffd",{"text":1072},"DirectStorage 1.4 ist leichter zu verstehen, wenn man die Aufgaben trennt.",{},{"id":1075,"data":1076,"type":544,"tunes":1078},"325ad9669f",{"text":1077},"Die SSD bewegt komprimierte Bytes. DirectStorage plant die Übertragung. Zstd definiert, wie die Daten komprimiert werden. Die CPU oder GPU dekomprimiert sie. GACL kann einige Assets vorbereiten, damit Zstd sie effektiver komprimiert. Die Spiel-Engine konsumiert dann das fertige Asset.",{},{"id":1080,"data":1081,"type":544,"tunes":1083},"0a7990db5b",{"text":1082},"Eine schnellere SSD ist nur ein Teil dieser Kette.",{},{"id":1085,"data":1086,"type":572,"tunes":1088},"b9347644f5",{"text":1087,"level":47},"FAQ",{},{"id":1090,"data":1091,"type":1118,"tunes":1119},"4453ce2f6c",{"items":1092,"title":1117},[1093,1097,1101,1105,1109,1113],{"id":1094,"answer":1095,"question":1096},"faq1","Nein. Die SSD liest komprimierte Daten. DirectStorage koordiniert die E\u002FA, während die CPU oder GPU die Dekomprimierung durchführt.","Lässt DirectStorage die SSD Spiel-Assets dekomprimieren?",{"id":1098,"answer":1099,"question":1100},"faq2","Die öffentliche Vorschau fügt Zstandard-Komprimierung, CPU\u002FGPU-Dekomprimierungsunterstützung, Integration der Game Asset Conditioning Library und verbesserte D3D12-Warteschlangenidentifikation hinzu.","Was ist neu in DirectStorage 1.4?",{"id":1102,"answer":1103,"question":1104},"faq3","Nein. Microsoft sagt, dass die Assets mit Zstd\u002FGACL erstellt werden müssen und das Spiel explizit die neuen APIs verwenden muss.","Kann ich die DirectStorage-DLL eines Spiels ersetzen, um Zstd zu aktivieren?",{"id":1106,"answer":1107,"question":1108},"faq4","Nein. Sie nutzt GPU-Compute, Bandbreite und Staging-Puffer, obwohl sie die CPU-Last reduzieren kann.","Ist die GPU-Dekomprimierung kostenlos?",{"id":1110,"answer":1111,"question":1112},"faq5","Es bereitet Spiel-Assets, insbesondere Texturen, so auf, dass Zstd sie effektiver komprimieren kann. Einige Methoden sind verlustfrei und einige verlustbehaftet.","Was macht GACL?",{"id":1114,"answer":1115,"question":1116},"faq6","Nein. Die Zahl gilt für geeignete aufbereitete Assets, nicht automatisch für die gesamte Spielinstallation.","Bedeutet bis zu 50 % bessere Komprimierung, dass ein Spiel 50 % kleiner wird?","DirectStorage 1.4 und Zstd auf Deutsch erklärt","faq",{},{"id":1121,"data":1122,"type":572,"tunes":1124},"578cca7c13",{"text":1123,"level":47},"Glossar",{},{"id":1126,"data":1127,"type":1157,"tunes":1158},"314ad428b8",{"title":1128,"entries":1129},"Wichtige DirectStorage 1.4-Begriffe",[1130,1134,1138,1141,1145,1149,1153],{"term":1131,"anchor":1132,"definition":1133},"DirectStorage","directstorage","Microsofts API aus der DirectX-Familie für Hochdurchsatz-Spiel-Asset-E\u002FA und Dekomprimierung unter Windows.",{"term":1135,"anchor":1136,"definition":1137},"Zstandard (Zstd)","zstd","Ein offenes Komprimierungsformat, das DirectStorage 1.4 für Spiel-Assets hinzugefügt wurde.",{"term":692,"anchor":1139,"definition":1140},"gpu-decompression","Erweiterung komprimierter Daten mithilfe von GPU-Compute, anstatt die gesamte Dekomprimierung auf der CPU durchzuführen.",{"term":1142,"anchor":1143,"definition":1144},"Staging-Puffer","staging-buffer","Temporärer GPU-Speicher, der von DirectStorage verwendet wird, um komprimierte und dekomprimierte Datenflüsse zu koordinieren.",{"term":1146,"anchor":1147,"definition":1148},"GACL","gacl","Microsofts Game Asset Conditioning Library, die Assets vorbereitet, um die Komprimierungseffizienz zu verbessern.",{"term":1150,"anchor":1151,"definition":1152},"Asset Streaming Cost Triangle","asset-streaming-cost-triangle","Ein Figure Rocks-Modell, das Speichergröße, E\u002FA-Verkehr und Laufzeit-Dekomprimierungskosten trennt.",{"term":1154,"anchor":1155,"definition":1156},"Compression Claim Test","compression-claim-test","Eine Figure Rocks-Checkliste zur Interpretation von Komprimierungsaussagen durch Überprüfung des Asset-Umfangs, der Basislinie, des Qualitätsverlusts und der Laufzeitkosten.","glossary",{},{"id":1160,"data":1161,"type":572,"tunes":1163},"ba9a367e9e",{"text":1162,"level":47},"Primärquellen",{},{"id":1165,"data":1166,"type":1172,"tunes":1173},"5b0ee9645d",{"link":1167,"meta":1168},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fdirectstorage-1-4-release-adds-support-for-zstandard\u002F",{"image":1169,"title":1170,"description":1171},{"url":13},"Microsoft DirectX — DirectStorage 1.4 fügt Zstandard hinzu","Offizielle Ankündigung vom März 2026 zu Zstd, CPU\u002FGPU-Dekomprimierung, GACL, Optimierungsplänen der GPU-Hersteller und der DirectStorage 1.4-Vorschau.","linkTool",{},{"id":1175,"data":1176,"type":1172,"tunes":1182},"99d1c9ab00",{"link":1177,"meta":1178},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fdirectstorage-api-downloads\u002F",{"image":1179,"title":1180,"description":1181},{"url":13},"Microsoft DirectX — DirectStorage SDK & API","Offizielle Release-Seite mit den Vorschau-Funktionen von DirectStorage 1.4 und dem Paketstatus.",{},{"id":1184,"data":1185,"type":1172,"tunes":1191},"c6911b09dc",{"link":1186,"meta":1187},"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FDirectStorage",{"image":1188,"title":1189,"description":1190},{"url":13},"Microsoft — DirectStorage GitHub","Offizielles Repository mit Beispielen, GPU-Dekomprimierungs-Benchmarks und Implementierungshinweisen für DirectStorage.",{},{"id":1193,"data":1194,"type":1172,"tunes":1200},"01eb196732",{"link":1195,"meta":1196},"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FDirectStorage\u002Fblob\u002Fmain\u002FDocs\u002FDeveloperGuidance.md",{"image":1197,"title":1198,"description":1199},{"url":13},"Microsoft — DirectStorage-Entwicklerleitfaden","Offizieller Leitfaden, der den Datenfluss komprimierter Daten, die GPU-Dekomprimierung, Staging-Puffer und Speicherabwägungen erläutert.",{},{"id":1202,"data":1203,"type":1172,"tunes":1209},"77679e7133",{"link":1204,"meta":1205},"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FGame-Asset-Conditioning-Library\u002Fblob\u002Fmain\u002FREADME.md",{"image":1206,"title":1207,"description":1208},{"url":13},"Microsoft — Game Asset Conditioning Library","Offizielle Dokumentation zu Textur-Konditionierung, Zstd, Shuffle-Transformationen und Techniken zur Entropiereduktion.",{},"2.31","DirectStorage 1.4 fügt Zstandard-Komprimierung, GPU-Dekomprimierung und eine neue Game Asset Conditioning Library hinzu, aber die SSD selbst ist nach wie vor nur ein Teil der Ladepipeline. Dieser Leitfaden erklärt, was die SSD, DirectStorage, CPU, GPU und Game Engine jeweils tatsächlich tun.","\u002Fuploads\u002F2026\u002F09\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do-1790405481526-fwnzz4.webp","directstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do-1790405481526-fwnzz4",false,"PUBLISHED","2026-09-26T02:49:00.000Z","2026-09-26T06:49:10.633Z","2026-09-26T07:04:11.521Z",{"en":1220,"de":1221,"sr":1222,"es":1223,"fr":1224,"it":1225,"ru":1226,"zh":1227},"\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Fde\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Fsr\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Fes\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Ffr\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Fit\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Fru\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Fzh\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do",[1229,1233,1237,1241],{"id":1230,"name":1231,"slug":1232},330,"Streaming- und IO-Fehlerbehebungen","streaming-and-io-fixes",{"id":1234,"name":1235,"slug":1236},65,"E\u002FA- und Speicher-Stottern","io-and-storage-stutter",{"id":1238,"name":1239,"slug":1240},237,"Streaming und IO","streaming-and-io",{"id":1242,"name":1243,"slug":1244},152,"VRAM und Streaming","vram-and-streaming",{"id":283,"login":1246,"email":1247,"displayName":1248},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1250,1779],{"lang":8,"title":1251,"content":1252,"contentJson":1253,"excerpt":1778},"DirectStorage 1.4 Does Not Make Your SSD Decompress Games: What Zstd and GPU Decompression Actually Do","{\"time\":1790405876557,\"blocks\":[{\"id\":\"7b461210c1\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage 1.4 adds Zstandard compression and GPU decompression support for game assets, but that does not mean your SSD is suddenly decompressing textures and models by itself. The storage drive moves compressed data. The CPU or GPU still performs the decompression work.\"},\"tunes\":{}},{\"id\":\"2f0f63271c\",\"type\":\"callout\",\"data\":{\"variant\":\"info\",\"title\":\"Direct answer\",\"body\":\"\u003Cstrong>Your SSD reads compressed game data. It does not normally decompress that data itself.\u003C\u002Fstrong> DirectStorage coordinates the path from storage to memory, while the CPU or GPU can handle decompression. DirectStorage 1.4 adds Zstandard as a new codec option and lets developers choose CPU or GPU decompression.\"},\"tunes\":{}},{\"id\":\"48a120727f\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"Current status\",\"body\":\"DirectStorage 1.4 is currently a \u003Cstrong>public preview\u003C\u002Fstrong>. Its Zstandard support and the Game Asset Conditioning Library are developer technologies that must be integrated into a game's build and runtime pipeline. Replacing DLL files in an existing game does not magically enable the new features.\"},\"tunes\":{}},{\"id\":\"2954eec7f8\",\"type\":\"tableOfContents\",\"data\":{\"title\":\"Contents\",\"minLevel\":2,\"maxLevel\":3},\"tunes\":{}},{\"id\":\"980168054a\",\"type\":\"header\",\"data\":{\"text\":\"The simplest way to understand the asset path\",\"level\":2},\"tunes\":{}},{\"id\":\"99210cf7a2\",\"type\":\"processFlow\",\"data\":{\"title\":\"What happens when a game loads compressed assets\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Game asset is stored compressed\",\"description\":\"Textures, geometry or other data are packaged in compressed form on the SSD.\"},{\"label\":\"2. SSD reads the compressed bytes\",\"description\":\"The NVMe drive moves those bytes quickly from storage into the system's I\u002FO path.\"},{\"label\":\"3. DirectStorage schedules the request\",\"description\":\"DirectStorage coordinates high-throughput reads and where the resulting data should go.\"},{\"label\":\"4. CPU or GPU decompresses\",\"description\":\"The compressed stream is expanded into the form needed by the game.\"},{\"label\":\"5. Asset becomes usable\",\"description\":\"The decompressed texture, buffer or other resource can then be consumed by the renderer or game systems.\"}]},\"tunes\":{}},{\"id\":\"d375ebe60b\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"The mental model\",\"body\":\"\u003Cstrong>SSD = moves compressed data.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>DirectStorage = coordinates the transfer.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>CPU\u002FGPU = decompresses.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Game engine = uses the result.\u003C\u002Fstrong>\"},\"tunes\":{}},{\"id\":\"dbcc92fffe\",\"type\":\"header\",\"data\":{\"text\":\"Why compress game assets at all?\",\"level\":2},\"tunes\":{}},{\"id\":\"fa9fc5a6fc\",\"type\":\"paragraph\",\"data\":{\"text\":\"Modern games contain enormous amounts of texture, geometry, audio and other data.\"},\"tunes\":{}},{\"id\":\"375587179a\",\"type\":\"paragraph\",\"data\":{\"text\":\"Storing every asset uncompressed would increase installation size and force the storage device to read more bytes for the same content.\"},\"tunes\":{}},{\"id\":\"6f00b8cbff\",\"type\":\"paragraph\",\"data\":{\"text\":\"Compression reduces how much data must be stored and transferred. The trade-off is that the data has to be decompressed before the game can use it.\"},\"tunes\":{}},{\"id\":\"1c00bf96d8\",\"type\":\"header\",\"data\":{\"text\":\"DirectStorage moves the bottleneck problem, it does not remove it\",\"level\":2},\"tunes\":{}},{\"id\":\"2fd37b24a2\",\"type\":\"paragraph\",\"data\":{\"text\":\"A fast NVMe drive can deliver compressed data much faster than older storage pipelines, but faster reads only help if the rest of the path can keep up.\"},\"tunes\":{}},{\"id\":\"d68045b6ad\",\"type\":\"paragraph\",\"data\":{\"text\":\"If the CPU has to decompress thousands of small asset chunks while also running game logic, physics and draw submission, decompression itself can become expensive.\"},\"tunes\":{}},{\"id\":\"a16eb295ca\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is why DirectStorage supports GPU decompression: some of the work can move away from the CPU and onto massively parallel GPU compute.\"},\"tunes\":{}},{\"id\":\"b4937d330d\",\"type\":\"header\",\"data\":{\"text\":\"What DirectStorage 1.4 adds\",\"level\":2},\"tunes\":{}},{\"id\":\"15fbbac723\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage 1.4 adds Zstandard, usually written Zstd, as a supported compression format.\"},\"tunes\":{}},{\"id\":\"9c19185ae4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft chose Zstd because it combines strong compression ratios, good decompression performance, broad software and hardware availability, and widespread adoption.\"},\"tunes\":{}},{\"id\":\"431523b335\",\"type\":\"paragraph\",\"data\":{\"text\":\"The important change is that Zstd is integrated into DirectStorage's decompression framework with both CPU and GPU paths.\"},\"tunes\":{}},{\"id\":\"940098d2af\",\"type\":\"comparison\",\"data\":{\"title\":\"CPU vs GPU decompression\",\"layout\":\"table\",\"columns\":[{\"id\":\"cpu\",\"label\":\"CPU decompression\"},{\"id\":\"gpu\",\"label\":\"GPU decompression\"}],\"rows\":[{\"id\":\"execution\",\"label\":\"Where it runs\",\"values\":[\"\",\"\"]},{\"id\":\"advantage\",\"label\":\"Potential advantage\",\"values\":[\"\",\"\"]},{\"id\":\"cost\",\"label\":\"Main cost\",\"values\":[\"\",\"\"]},{\"id\":\"best\",\"label\":\"Best choice\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"c6262b2b30\",\"type\":\"header\",\"data\":{\"text\":\"GPU decompression still costs GPU resources\",\"level\":2},\"tunes\":{}},{\"id\":\"b4cde1abf8\",\"type\":\"paragraph\",\"data\":{\"text\":\"GPU decompression is not free.\"},\"tunes\":{}},{\"id\":\"9a58b4b286\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage uses staging buffers in VRAM to coordinate compressed input and decompressed output. Microsoft warns that an oversized staging buffer can take memory away from rendering, while one that is too small can reduce throughput because requests have to wait.\"},\"tunes\":{}},{\"id\":\"4a44c060ae\",\"type\":\"paragraph\",\"data\":{\"text\":\"So GPU decompression creates another balancing problem: reduce CPU work without stealing too much GPU memory or compute from rendering.\"},\"tunes\":{}},{\"id\":\"3f3babfc82\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story\",\"title\":\"VRAM Usage Is Not VRAM Requirement: Why a Full Memory Meter Does Not Tell the Whole Story\",\"excerpt\":\"Why VRAM capacity, residency budgets and working sets matter more than one memory-usage number.\",\"ctaLabel\":\"Read the VRAM guide\"},\"tunes\":{}},{\"id\":\"a942fbe973\",\"type\":\"header\",\"data\":{\"text\":\"Why Zstd matters compared with older DirectStorage compression\",\"level\":2},\"tunes\":{}},{\"id\":\"ef8a3b3ba5\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage already supported GDeflate, a compression format designed for parallel GPU decompression.\"},\"tunes\":{}},{\"id\":\"84da708009\",\"type\":\"paragraph\",\"data\":{\"text\":\"Zstd adds a different option: a broadly used open compression standard with strong compression ratios and extensive tooling.\"},\"tunes\":{}},{\"id\":\"e402caab8b\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft is also publishing an open-source GPU Zstd decompression compute shader as a baseline that GPU vendors can optimize further.\"},\"tunes\":{}},{\"id\":\"6ff4e34bf6\",\"type\":\"paragraph\",\"data\":{\"text\":\"The initial shader is optimized around chunks of 256 KB or smaller, which matches common streaming-oriented game packaging patterns.\"},\"tunes\":{}},{\"id\":\"4328a25e36\",\"type\":\"header\",\"data\":{\"text\":\"The Asset Streaming Cost Triangle\",\"level\":2},\"tunes\":{}},{\"id\":\"3a792d45ba\",\"type\":\"comparison\",\"data\":{\"title\":\"Compression changes three different costs\",\"layout\":\"table\",\"columns\":[{\"id\":\"benefit\",\"label\":\"What compression can reduce\"},{\"id\":\"cost\",\"label\":\"What it can increase\"}],\"rows\":[{\"id\":\"storage\",\"label\":\"Installation size\",\"values\":[\"\",\"\"]},{\"id\":\"io\",\"label\":\"Storage I\u002FO\",\"values\":[\"\",\"\"]},{\"id\":\"runtime\",\"label\":\"Runtime CPU\u002FGPU work\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"5d30690c89\",\"type\":\"header\",\"data\":{\"text\":\"What the Game Asset Conditioning Library does\",\"level\":2},\"tunes\":{}},{\"id\":\"25b7db1be9\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft introduced the Game Asset Conditioning Library, or GACL, alongside DirectStorage 1.4.\"},\"tunes\":{}},{\"id\":\"c68144d961\",\"type\":\"paragraph\",\"data\":{\"text\":\"GACL does not replace Zstd. It prepares certain game assets so Zstd can compress them more effectively.\"},\"tunes\":{}},{\"id\":\"4a4b7bfc11\",\"type\":\"paragraph\",\"data\":{\"text\":\"Texture data is a major target because textures often make up a large share of modern game-package size.\"},\"tunes\":{}},{\"id\":\"7fe0a2d504\",\"type\":\"header\",\"data\":{\"text\":\"What “conditioning” means in plain English\",\"level\":2},\"tunes\":{}},{\"id\":\"96a5e493d3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Conditioning means rearranging or slightly modifying the data before compression so the compressor can find more useful patterns.\"},\"tunes\":{}},{\"id\":\"cb4a8a997c\",\"type\":\"paragraph\",\"data\":{\"text\":\"For block-compressed textures, GACL can shuffle the byte layout before Zstd compression. DirectStorage reverses that transform after decompression.\"},\"tunes\":{}},{\"id\":\"55267a13ca\",\"type\":\"paragraph\",\"data\":{\"text\":\"GACL also includes entropy-reduction techniques that can deliberately simplify some texture information to make it compress better.\"},\"tunes\":{}},{\"id\":\"540deb670e\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Not every conditioning mode is lossless\",\"body\":\"GACL includes both \u003Cstrong>lossless transforms\u003C\u002Fstrong> and \u003Cstrong>lossy texture optimization\u003C\u002Fstrong>. Better compression can sometimes come from accepting a controlled amount of visual error.\"},\"tunes\":{}},{\"id\":\"9836ed86ae\",\"type\":\"header\",\"data\":{\"text\":\"Where machine learning enters GACL\",\"level\":2},\"tunes\":{}},{\"id\":\"4d663da4d4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's Component-Level Entropy Reduction, or CLER, uses machine learning as part of the process for reducing texture entropy.\"},\"tunes\":{}},{\"id\":\"79c4cad150\",\"type\":\"paragraph\",\"data\":{\"text\":\"The purpose is not to generate textures at runtime. The ML work is part of preparing texture data so the final compressed representation can become smaller while keeping acceptable visual quality.\"},\"tunes\":{}},{\"id\":\"99085e4c77\",\"type\":\"paragraph\",\"data\":{\"text\":\"That makes GACL a content-pipeline optimization rather than an in-game generative AI system.\"},\"tunes\":{}},{\"id\":\"14d13e675d\",\"type\":\"header\",\"data\":{\"text\":\"Up to 50% better compression does not mean every game becomes 50% smaller\",\"level\":2},\"tunes\":{}},{\"id\":\"aaeb908807\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft says GACL can deliver up to a 50% improvement in Zstd compression ratios for suitable assets.\"},\"tunes\":{}},{\"id\":\"57085743b1\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is not the same as saying an entire game installation shrinks by 50%.\"},\"tunes\":{}},{\"id\":\"8e4feee49d\",\"type\":\"paragraph\",\"data\":{\"text\":\"The real impact depends on which assets are conditioned, how compressible they are, what proportion of the game they represent and whether lossy techniques are acceptable.\"},\"tunes\":{}},{\"id\":\"2cd6a2b721\",\"type\":\"header\",\"data\":{\"text\":\"The Compression Claim Test\",\"level\":2},\"tunes\":{}},{\"id\":\"5537c18816\",\"type\":\"processFlow\",\"data\":{\"title\":\"How to read a game-compression claim correctly\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Ask what is being compressed\",\"description\":\"Textures only, all assets, or the complete installation?\"},{\"label\":\"2. Ask what the comparison baseline is\",\"description\":\"Uncompressed data, GDeflate, old Zstd settings or another packaged format?\"},{\"label\":\"3. Check whether the technique is lossless\",\"description\":\"A smaller result may include controlled quality loss.\"},{\"label\":\"4. Separate file size from load performance\",\"description\":\"Better compression reduces bytes read but decompression still costs time.\"},{\"label\":\"5. Check CPU\u002FGPU path\",\"description\":\"The same compressed data can behave differently depending on where decompression executes.\"},{\"label\":\"6. Measure the complete pipeline\",\"description\":\"Storage throughput, decompression time, staging-memory use and final asset readiness all matter.\"}]},\"tunes\":{}},{\"id\":\"0ada530e08\",\"type\":\"header\",\"data\":{\"text\":\"Why replacing DirectStorage DLLs in a game does not enable Zstd\",\"level\":2},\"tunes\":{}},{\"id\":\"4da8a4e81a\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is an especially important misunderstanding.\"},\"tunes\":{}},{\"id\":\"2e03f9f3b4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly answered this after the DirectStorage 1.4 announcement: replacing DirectStorage DLL files in an existing game does not activate the new preview features.\"},\"tunes\":{}},{\"id\":\"f62e4bf14a\",\"type\":\"paragraph\",\"data\":{\"text\":\"The game's assets have to be authored and compressed with Zstd during the build process, optional GACL conditioning has to happen before shipping, and the game itself has to call the relevant DirectStorage APIs.\"},\"tunes\":{}},{\"id\":\"0eb0a84749\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"A runtime DLL cannot rewrite the game's asset pipeline\",\"body\":\"The files on disk, their compression format and the engine integration must already be designed for DirectStorage 1.4.\"},\"tunes\":{}},{\"id\":\"acb0fb0c0e\",\"type\":\"header\",\"data\":{\"text\":\"Why faster SSDs do not remove decompression cost\",\"level\":2},\"tunes\":{}},{\"id\":\"17a8cecdd3\",\"type\":\"paragraph\",\"data\":{\"text\":\"An extremely fast SSD can reduce the time needed to read compressed bytes, but it does not eliminate the time required to turn those bytes into usable assets.\"},\"tunes\":{}},{\"id\":\"b4fa0ab639\",\"type\":\"paragraph\",\"data\":{\"text\":\"As storage becomes faster, the relative importance of decompression, asset preparation, GPU upload and engine-side processing becomes larger.\"},\"tunes\":{}},{\"id\":\"8e24a111c3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is exactly why DirectStorage has evolved beyond raw I\u002FO.\"},\"tunes\":{}},{\"id\":\"06446ca61f\",\"type\":\"header\",\"data\":{\"text\":\"The Load-Time Pipeline Test\",\"level\":2},\"tunes\":{}},{\"id\":\"79ccb70f4a\",\"type\":\"processFlow\",\"data\":{\"title\":\"How to diagnose whether storage is really the bottleneck\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Measure storage read time\",\"description\":\"How long does it take to deliver the compressed asset bytes?\"},{\"label\":\"2. Measure decompression\",\"description\":\"How much CPU or GPU time is spent expanding the data?\"},{\"label\":\"3. Measure queueing and staging\",\"description\":\"Are requests waiting because staging buffers or GPU queues are saturated?\"},{\"label\":\"4. Measure upload and resource creation\",\"description\":\"How long before the decompressed data becomes a usable GPU resource?\"},{\"label\":\"5. Measure engine-side work\",\"description\":\"Shaders, object creation, world setup and asset registration may still dominate loading.\"},{\"label\":\"6. Fix the slowest stage\",\"description\":\"A faster SSD only helps when storage I\u002FO is actually the limiting part.\"}]},\"tunes\":{}},{\"id\":\"571576014a\",\"type\":\"header\",\"data\":{\"text\":\"Why this matters for open-world streaming\",\"level\":2},\"tunes\":{}},{\"id\":\"806314e0fe\",\"type\":\"paragraph\",\"data\":{\"text\":\"Open-world games continuously move asset data as the player crosses the map.\"},\"tunes\":{}},{\"id\":\"7bb8a063e0\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means asset streaming is not only about reducing a loading screen. The pipeline has to deliver, decompress and prepare data while gameplay continues.\"},\"tunes\":{}},{\"id\":\"012c8cf647\",\"type\":\"paragraph\",\"data\":{\"text\":\"A codec with a strong compression ratio can reduce the number of bytes pulled from storage, while fast GPU decompression can help keep CPU time available for simulation.\"},\"tunes\":{}},{\"id\":\"f978c83ceb\",\"type\":\"paragraph\",\"data\":{\"text\":\"But if the GPU itself is already saturated, moving decompression work there may need careful scheduling.\"},\"tunes\":{}},{\"id\":\"ba6e748605\",\"type\":\"header\",\"data\":{\"text\":\"DirectStorage 1.4 also improves GPU scheduling visibility\",\"level\":2},\"tunes\":{}},{\"id\":\"d858b01445\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage 1.4 adds D3D12 CreatorID support for the internal command queues it manages.\"},\"tunes\":{}},{\"id\":\"34afe0ff59\",\"type\":\"paragraph\",\"data\":{\"text\":\"The purpose is to help DirectStorage workloads participate more predictably in D3D12 queue grouping and GPU execution scheduling.\"},\"tunes\":{}},{\"id\":\"37941fcc6e\",\"type\":\"paragraph\",\"data\":{\"text\":\"This matters because decompression is now competing for the same GPU ecosystem as rendering and other compute work.\"},\"tunes\":{}},{\"id\":\"b48d791481\",\"type\":\"header\",\"data\":{\"text\":\"What GPU vendors are doing next\",\"level\":2},\"tunes\":{}},{\"id\":\"8e92b40d82\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft says AMD, Intel, NVIDIA and Qualcomm are working on hardware- and driver-specific Zstd optimizations.\"},\"tunes\":{}},{\"id\":\"fe70c63125\",\"type\":\"paragraph\",\"data\":{\"text\":\"AMD and NVIDIA publicly indicated optimized support targeted for the second half of 2026, while Intel and Qualcomm also described ongoing platform work.\"},\"tunes\":{}},{\"id\":\"b32885f619\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means the public DirectStorage GPU shader is a baseline, not necessarily the final performance path for future hardware.\"},\"tunes\":{}},{\"id\":\"5bdd394fbe\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"df440ec666\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage 1.4 is still a public preview. The final API, Zstd shader performance, GACL support and vendor-optimized driver paths can all change.\"},\"tunes\":{}},{\"id\":\"032ea5afdc\",\"type\":\"paragraph\",\"data\":{\"text\":\"If future storage devices add standardized hardware decompression integrated into the PC asset pipeline, the clean separation between “SSD reads” and “CPU\u002FGPU decompresses” could become less absolute. That is not the normal DirectStorage 1.4 model today.\"},\"tunes\":{}},{\"id\":\"76422e49b2\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"014e638d31\",\"type\":\"paragraph\",\"data\":{\"text\":\"This article explains Microsoft's current public DirectStorage 1.4 preview architecture. It does not claim that every game using DirectStorage will use Zstd, GPU decompression or GACL.\"},\"tunes\":{}},{\"id\":\"7dd689e651\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's compression-ratio and performance statements are technology claims from the platform vendor. Real game results depend on the asset mix, compression settings, hardware, drivers and engine integration.\"},\"tunes\":{}},{\"id\":\"b7bbbdd494\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"6c07e0bffd\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage 1.4 is easier to understand once the jobs are separated.\"},\"tunes\":{}},{\"id\":\"325ad9669f\",\"type\":\"paragraph\",\"data\":{\"text\":\"The SSD moves compressed bytes. DirectStorage schedules the transfer. Zstd defines how the data is compressed. The CPU or GPU decompresses it. GACL can prepare some assets so Zstd compresses them more effectively. The game engine then consumes the finished asset.\"},\"tunes\":{}},{\"id\":\"0a7990db5b\",\"type\":\"paragraph\",\"data\":{\"text\":\"A faster SSD is only one part of that chain.\"},\"tunes\":{}},{\"id\":\"b9347644f5\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"4453ce2f6c\",\"type\":\"faq\",\"data\":{\"title\":\"DirectStorage 1.4 and Zstd in plain English\",\"items\":[{\"id\":\"faq1\",\"question\":\"Does DirectStorage make the SSD decompress game assets?\",\"answer\":\"No. The SSD reads compressed data. DirectStorage coordinates the I\u002FO, while the CPU or GPU performs decompression.\"},{\"id\":\"faq2\",\"question\":\"What is new in DirectStorage 1.4?\",\"answer\":\"The public preview adds Zstandard compression, CPU\u002FGPU decompression support, Game Asset Conditioning Library integration and improved D3D12 queue identification.\"},{\"id\":\"faq3\",\"question\":\"Can I replace a game's DirectStorage DLL to enable Zstd?\",\"answer\":\"No. Microsoft says the assets must be built with Zstd\u002FGACL and the game must explicitly use the new APIs.\"},{\"id\":\"faq4\",\"question\":\"Is GPU decompression free?\",\"answer\":\"No. It uses GPU compute, bandwidth and staging buffers, although it can reduce CPU load.\"},{\"id\":\"faq5\",\"question\":\"What does GACL do?\",\"answer\":\"It conditions game assets, especially textures, so Zstd can compress them more effectively. Some methods are lossless and some are lossy.\"},{\"id\":\"faq6\",\"question\":\"Does up to 50% better compression mean a game becomes 50% smaller?\",\"answer\":\"No. The figure applies to suitable conditioned assets, not automatically to the entire game installation.\"}]},\"tunes\":{}},{\"id\":\"578cca7c13\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"314ad428b8\",\"type\":\"glossary\",\"data\":{\"title\":\"Key DirectStorage 1.4 terms\",\"entries\":[{\"term\":\"DirectStorage\",\"definition\":\"Microsoft's DirectX-family API for high-throughput game-asset I\u002FO and decompression on Windows.\",\"anchor\":\"directstorage\"},{\"term\":\"Zstandard (Zstd)\",\"definition\":\"An open compression format added to DirectStorage 1.4 for game assets.\",\"anchor\":\"zstd\"},{\"term\":\"GPU decompression\",\"definition\":\"Expanding compressed data using GPU compute instead of doing all decompression on the CPU.\",\"anchor\":\"gpu-decompression\"},{\"term\":\"Staging buffer\",\"definition\":\"Temporary GPU memory used by DirectStorage to coordinate compressed and decompressed data flows.\",\"anchor\":\"staging-buffer\"},{\"term\":\"GACL\",\"definition\":\"Microsoft's Game Asset Conditioning Library, which prepares assets to improve compression efficiency.\",\"anchor\":\"gacl\"},{\"term\":\"Asset Streaming Cost Triangle\",\"definition\":\"A Figure Rocks model separating storage size, I\u002FO traffic and runtime decompression cost.\",\"anchor\":\"asset-streaming-cost-triangle\"},{\"term\":\"Compression Claim Test\",\"definition\":\"A Figure Rocks checklist for interpreting compression claims by checking the asset scope, baseline, quality loss and runtime cost.\",\"anchor\":\"compression-claim-test\"}]},\"tunes\":{}},{\"id\":\"ba9a367e9e\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"5b0ee9645d\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fdirectstorage-1-4-release-adds-support-for-zstandard\u002F\",\"meta\":{\"title\":\"Microsoft DirectX — DirectStorage 1.4 Adds Zstandard\",\"description\":\"Official March 2026 announcement covering Zstd, CPU\u002FGPU decompression, GACL, GPU-vendor optimization plans and the DirectStorage 1.4 preview.\",\"image\":{\"url\":\"\"}}},\"tunes\":{}},{\"id\":\"99d1c9ab00\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fdirectstorage-api-downloads\u002F\",\"meta\":{\"title\":\"Microsoft DirectX — DirectStorage SDK & API\",\"description\":\"Official release page listing DirectStorage 1.4 preview features and package status.\",\"image\":{\"url\":\"\"}}},\"tunes\":{}},{\"id\":\"c6911b09dc\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FDirectStorage\",\"meta\":{\"title\":\"Microsoft — DirectStorage GitHub\",\"description\":\"Official repository containing samples, GPU decompression benchmarks and DirectStorage implementation guidance.\",\"image\":{\"url\":\"\"}}},\"tunes\":{}},{\"id\":\"01eb196732\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FDirectStorage\u002Fblob\u002Fmain\u002FDocs\u002FDeveloperGuidance.md\",\"meta\":{\"title\":\"Microsoft — DirectStorage Developer Guidance\",\"description\":\"Official guidance explaining compressed-data flow, GPU decompression, staging buffers and memory trade-offs.\",\"image\":{\"url\":\"\"}}},\"tunes\":{}},{\"id\":\"77679e7133\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FGame-Asset-Conditioning-Library\u002Fblob\u002Fmain\u002FREADME.md\",\"meta\":{\"title\":\"Microsoft — Game Asset Conditioning Library\",\"description\":\"Official documentation covering texture conditioning, Zstd, shuffle transforms and entropy-reduction techniques.\",\"image\":{\"url\":\"\"}}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":1254,"blocks":1255,"version":1777},1790405876557,[1256,1260,1265,1270,1274,1278,1298,1303,1307,1311,1315,1319,1323,1327,1331,1335,1339,1343,1347,1351,1373,1377,1381,1385,1389,1396,1400,1404,1408,1412,1416,1420,1439,1443,1447,1451,1455,1459,1463,1467,1471,1476,1480,1484,1488,1492,1496,1500,1504,1508,1512,1535,1539,1543,1547,1551,1556,1560,1564,1568,1572,1576,1599,1603,1607,1611,1615,1619,1623,1627,1631,1635,1639,1643,1647,1651,1655,1659,1663,1667,1671,1675,1679,1683,1687,1691,1694,1717,1721,1741,1745,1752,1758,1764,1771],{"id":541,"data":1257,"type":544,"tunes":1259},{"text":1258},"DirectStorage 1.4 adds Zstandard compression and GPU decompression support for game assets, but that does not mean your SSD is suddenly decompressing textures and models by itself. The storage drive moves compressed data. The CPU or GPU still performs the decompression work.",{},{"id":547,"data":1261,"type":552,"tunes":1264},{"body":1262,"title":1263,"variant":551},"\u003Cstrong>Your SSD reads compressed game data. It does not normally decompress that data itself.\u003C\u002Fstrong> DirectStorage coordinates the path from storage to memory, while the CPU or GPU can handle decompression. DirectStorage 1.4 adds Zstandard as a new codec option and lets developers choose CPU or GPU decompression.","Direct answer",{},{"id":555,"data":1266,"type":552,"tunes":1269},{"body":1267,"title":1268,"variant":559},"DirectStorage 1.4 is currently a \u003Cstrong>public preview\u003C\u002Fstrong>. Its Zstandard support and the Game Asset Conditioning Library are developer technologies that must be integrated into a game's build and runtime pipeline. Replacing DLL files in an existing game does not magically enable the new features.","Current status",{},{"id":562,"data":1271,"type":566,"tunes":1273},{"title":1272,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1275,"type":572,"tunes":1277},{"text":1276,"level":47},"The simplest way to understand the asset path",{},{"id":575,"data":1279,"type":595,"tunes":1297},{"steps":1280,"title":1296,"orientation":594},[1281,1284,1287,1290,1293],{"label":1282,"description":1283},"1. Game asset is stored compressed","Textures, geometry or other data are packaged in compressed form on the SSD.",{"label":1285,"description":1286},"2. SSD reads the compressed bytes","The NVMe drive moves those bytes quickly from storage into the system's I\u002FO path.",{"label":1288,"description":1289},"3. DirectStorage schedules the request","DirectStorage coordinates high-throughput reads and where the resulting data should go.",{"label":1291,"description":1292},"4. CPU or GPU decompresses","The compressed stream is expanded into the form needed by the game.",{"label":1294,"description":1295},"5. Asset becomes usable","The decompressed texture, buffer or other resource can then be consumed by the renderer or game systems.","What happens when a game loads compressed assets",{},{"id":598,"data":1299,"type":552,"tunes":1302},{"body":1300,"title":1301,"variant":602},"\u003Cstrong>SSD = moves compressed data.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>DirectStorage = coordinates the transfer.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>CPU\u002FGPU = decompresses.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Game engine = uses the result.\u003C\u002Fstrong>","The mental model",{},{"id":605,"data":1304,"type":572,"tunes":1306},{"text":1305,"level":47},"Why compress game assets at all?",{},{"id":610,"data":1308,"type":544,"tunes":1310},{"text":1309},"Modern games contain enormous amounts of texture, geometry, audio and other data.",{},{"id":615,"data":1312,"type":544,"tunes":1314},{"text":1313},"Storing every asset uncompressed would increase installation size and force the storage device to read more bytes for the same content.",{},{"id":620,"data":1316,"type":544,"tunes":1318},{"text":1317},"Compression reduces how much data must be stored and transferred. The trade-off is that the data has to be decompressed before the game can use it.",{},{"id":625,"data":1320,"type":572,"tunes":1322},{"text":1321,"level":47},"DirectStorage moves the bottleneck problem, it does not remove it",{},{"id":630,"data":1324,"type":544,"tunes":1326},{"text":1325},"A fast NVMe drive can deliver compressed data much faster than older storage pipelines, but faster reads only help if the rest of the path can keep up.",{},{"id":635,"data":1328,"type":544,"tunes":1330},{"text":1329},"If the CPU has to decompress thousands of small asset chunks while also running game logic, physics and draw submission, decompression itself can become expensive.",{},{"id":640,"data":1332,"type":544,"tunes":1334},{"text":1333},"That is why DirectStorage supports GPU decompression: some of the work can move away from the CPU and onto massively parallel GPU compute.",{},{"id":645,"data":1336,"type":572,"tunes":1338},{"text":1337,"level":47},"What DirectStorage 1.4 adds",{},{"id":650,"data":1340,"type":544,"tunes":1342},{"text":1341},"DirectStorage 1.4 adds Zstandard, usually written Zstd, as a supported compression format.",{},{"id":655,"data":1344,"type":544,"tunes":1346},{"text":1345},"Microsoft chose Zstd because it combines strong compression ratios, good decompression performance, broad software and hardware availability, and widespread adoption.",{},{"id":660,"data":1348,"type":544,"tunes":1350},{"text":1349},"The important change is that Zstd is integrated into DirectStorage's decompression framework with both CPU and GPU paths.",{},{"id":665,"data":1352,"type":693,"tunes":1372},{"rows":1353,"title":1366,"layout":685,"columns":1367},[1354,1357,1360,1363],{"id":669,"label":1355,"values":1356},"Where it runs",[13,13],{"id":673,"label":1358,"values":1359},"Potential advantage",[13,13],{"id":677,"label":1361,"values":1362},"Main cost",[13,13],{"id":681,"label":1364,"values":1365},"Best choice",[13,13],"CPU vs GPU decompression",[1368,1370],{"id":688,"label":1369},"CPU decompression",{"id":691,"label":1371},"GPU decompression",{},{"id":696,"data":1374,"type":572,"tunes":1376},{"text":1375,"level":47},"GPU decompression still costs GPU resources",{},{"id":701,"data":1378,"type":544,"tunes":1380},{"text":1379},"GPU decompression is not free.",{},{"id":706,"data":1382,"type":544,"tunes":1384},{"text":1383},"DirectStorage uses staging buffers in VRAM to coordinate compressed input and decompressed output. Microsoft warns that an oversized staging buffer can take memory away from rendering, while one that is too small can reduce throughput because requests have to wait.",{},{"id":711,"data":1386,"type":544,"tunes":1388},{"text":1387},"So GPU decompression creates another balancing problem: reduce CPU work without stealing too much GPU memory or compute from rendering.",{},{"id":716,"data":1390,"type":722,"tunes":1395},{"url":1391,"title":1392,"excerpt":1393,"ctaLabel":1394},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","VRAM Usage Is Not VRAM Requirement: Why a Full Memory Meter Does Not Tell the Whole Story","Why VRAM capacity, residency budgets and working sets matter more than one memory-usage number.","Read the VRAM guide",{},{"id":725,"data":1397,"type":572,"tunes":1399},{"text":1398,"level":47},"Why Zstd matters compared with older DirectStorage compression",{},{"id":730,"data":1401,"type":544,"tunes":1403},{"text":1402},"DirectStorage already supported GDeflate, a compression format designed for parallel GPU decompression.",{},{"id":735,"data":1405,"type":544,"tunes":1407},{"text":1406},"Zstd adds a different option: a broadly used open compression standard with strong compression ratios and extensive tooling.",{},{"id":740,"data":1409,"type":544,"tunes":1411},{"text":1410},"Microsoft is also publishing an open-source GPU Zstd decompression compute shader as a baseline that GPU vendors can optimize further.",{},{"id":745,"data":1413,"type":544,"tunes":1415},{"text":1414},"The initial shader is optimized around chunks of 256 KB or smaller, which matches common streaming-oriented game packaging patterns.",{},{"id":750,"data":1417,"type":572,"tunes":1419},{"text":1418,"level":47},"The Asset Streaming Cost Triangle",{},{"id":755,"data":1421,"type":693,"tunes":1438},{"rows":1422,"title":1432,"layout":685,"columns":1433},[1423,1426,1429],{"id":759,"label":1424,"values":1425},"Installation size",[13,13],{"id":763,"label":1427,"values":1428},"Storage I\u002FO",[13,13],{"id":767,"label":1430,"values":1431},"Runtime CPU\u002FGPU work",[13,13],"Compression changes three different costs",[1434,1436],{"id":773,"label":1435},"What compression can reduce",{"id":677,"label":1437},"What it can increase",{},{"id":779,"data":1440,"type":572,"tunes":1442},{"text":1441,"level":47},"What the Game Asset Conditioning Library does",{},{"id":784,"data":1444,"type":544,"tunes":1446},{"text":1445},"Microsoft introduced the Game Asset Conditioning Library, or GACL, alongside DirectStorage 1.4.",{},{"id":789,"data":1448,"type":544,"tunes":1450},{"text":1449},"GACL does not replace Zstd. It prepares certain game assets so Zstd can compress them more effectively.",{},{"id":794,"data":1452,"type":544,"tunes":1454},{"text":1453},"Texture data is a major target because textures often make up a large share of modern game-package size.",{},{"id":799,"data":1456,"type":572,"tunes":1458},{"text":1457,"level":47},"What “conditioning” means in plain English",{},{"id":804,"data":1460,"type":544,"tunes":1462},{"text":1461},"Conditioning means rearranging or slightly modifying the data before compression so the compressor can find more useful patterns.",{},{"id":809,"data":1464,"type":544,"tunes":1466},{"text":1465},"For block-compressed textures, GACL can shuffle the byte layout before Zstd compression. DirectStorage reverses that transform after decompression.",{},{"id":814,"data":1468,"type":544,"tunes":1470},{"text":1469},"GACL also includes entropy-reduction techniques that can deliberately simplify some texture information to make it compress better.",{},{"id":819,"data":1472,"type":552,"tunes":1475},{"body":1473,"title":1474,"variant":823},"GACL includes both \u003Cstrong>lossless transforms\u003C\u002Fstrong> and \u003Cstrong>lossy texture optimization\u003C\u002Fstrong>. Better compression can sometimes come from accepting a controlled amount of visual error.","Not every conditioning mode is lossless",{},{"id":826,"data":1477,"type":572,"tunes":1479},{"text":1478,"level":47},"Where machine learning enters GACL",{},{"id":831,"data":1481,"type":544,"tunes":1483},{"text":1482},"Microsoft's Component-Level Entropy Reduction, or CLER, uses machine learning as part of the process for reducing texture entropy.",{},{"id":836,"data":1485,"type":544,"tunes":1487},{"text":1486},"The purpose is not to generate textures at runtime. The ML work is part of preparing texture data so the final compressed representation can become smaller while keeping acceptable visual quality.",{},{"id":841,"data":1489,"type":544,"tunes":1491},{"text":1490},"That makes GACL a content-pipeline optimization rather than an in-game generative AI system.",{},{"id":846,"data":1493,"type":572,"tunes":1495},{"text":1494,"level":47},"Up to 50% better compression does not mean every game becomes 50% smaller",{},{"id":851,"data":1497,"type":544,"tunes":1499},{"text":1498},"Microsoft says GACL can deliver up to a 50% improvement in Zstd compression ratios for suitable assets.",{},{"id":856,"data":1501,"type":544,"tunes":1503},{"text":1502},"That is not the same as saying an entire game installation shrinks by 50%.",{},{"id":861,"data":1505,"type":544,"tunes":1507},{"text":1506},"The real impact depends on which assets are conditioned, how compressible they are, what proportion of the game they represent and whether lossy techniques are acceptable.",{},{"id":866,"data":1509,"type":572,"tunes":1511},{"text":1510,"level":47},"The Compression Claim Test",{},{"id":871,"data":1513,"type":595,"tunes":1534},{"steps":1514,"title":1533,"orientation":594},[1515,1518,1521,1524,1527,1530],{"label":1516,"description":1517},"1. Ask what is being compressed","Textures only, all assets, or the complete installation?",{"label":1519,"description":1520},"2. Ask what the comparison baseline is","Uncompressed data, GDeflate, old Zstd settings or another packaged format?",{"label":1522,"description":1523},"3. Check whether the technique is lossless","A smaller result may include controlled quality loss.",{"label":1525,"description":1526},"4. Separate file size from load performance","Better compression reduces bytes read but decompression still costs time.",{"label":1528,"description":1529},"5. Check CPU\u002FGPU path","The same compressed data can behave differently depending on where decompression executes.",{"label":1531,"description":1532},"6. Measure the complete pipeline","Storage throughput, decompression time, staging-memory use and final asset readiness all matter.","How to read a game-compression claim correctly",{},{"id":895,"data":1536,"type":572,"tunes":1538},{"text":1537,"level":47},"Why replacing DirectStorage DLLs in a game does not enable Zstd",{},{"id":900,"data":1540,"type":544,"tunes":1542},{"text":1541},"This is an especially important misunderstanding.",{},{"id":905,"data":1544,"type":544,"tunes":1546},{"text":1545},"Microsoft explicitly answered this after the DirectStorage 1.4 announcement: replacing DirectStorage DLL files in an existing game does not activate the new preview features.",{},{"id":910,"data":1548,"type":544,"tunes":1550},{"text":1549},"The game's assets have to be authored and compressed with Zstd during the build process, optional GACL conditioning has to happen before shipping, and the game itself has to call the relevant DirectStorage APIs.",{},{"id":915,"data":1552,"type":552,"tunes":1555},{"body":1553,"title":1554,"variant":602},"The files on disk, their compression format and the engine integration must already be designed for DirectStorage 1.4.","A runtime DLL cannot rewrite the game's asset pipeline",{},{"id":921,"data":1557,"type":572,"tunes":1559},{"text":1558,"level":47},"Why faster SSDs do not remove decompression cost",{},{"id":926,"data":1561,"type":544,"tunes":1563},{"text":1562},"An extremely fast SSD can reduce the time needed to read compressed bytes, but it does not eliminate the time required to turn those bytes into usable assets.",{},{"id":931,"data":1565,"type":544,"tunes":1567},{"text":1566},"As storage becomes faster, the relative importance of decompression, asset preparation, GPU upload and engine-side processing becomes larger.",{},{"id":936,"data":1569,"type":544,"tunes":1571},{"text":1570},"That is exactly why DirectStorage has evolved beyond raw I\u002FO.",{},{"id":941,"data":1573,"type":572,"tunes":1575},{"text":1574,"level":47},"The Load-Time Pipeline Test",{},{"id":946,"data":1577,"type":595,"tunes":1598},{"steps":1578,"title":1597,"orientation":594},[1579,1582,1585,1588,1591,1594],{"label":1580,"description":1581},"1. Measure storage read time","How long does it take to deliver the compressed asset bytes?",{"label":1583,"description":1584},"2. Measure decompression","How much CPU or GPU time is spent expanding the data?",{"label":1586,"description":1587},"3. Measure queueing and staging","Are requests waiting because staging buffers or GPU queues are saturated?",{"label":1589,"description":1590},"4. Measure upload and resource creation","How long before the decompressed data becomes a usable GPU resource?",{"label":1592,"description":1593},"5. Measure engine-side work","Shaders, object creation, world setup and asset registration may still dominate loading.",{"label":1595,"description":1596},"6. Fix the slowest stage","A faster SSD only helps when storage I\u002FO is actually the limiting part.","How to diagnose whether storage is really the bottleneck",{},{"id":970,"data":1600,"type":572,"tunes":1602},{"text":1601,"level":47},"Why this matters for open-world streaming",{},{"id":975,"data":1604,"type":544,"tunes":1606},{"text":1605},"Open-world games continuously move asset data as the player crosses the map.",{},{"id":980,"data":1608,"type":544,"tunes":1610},{"text":1609},"That means asset streaming is not only about reducing a loading screen. The pipeline has to deliver, decompress and prepare data while gameplay continues.",{},{"id":985,"data":1612,"type":544,"tunes":1614},{"text":1613},"A codec with a strong compression ratio can reduce the number of bytes pulled from storage, while fast GPU decompression can help keep CPU time available for simulation.",{},{"id":990,"data":1616,"type":544,"tunes":1618},{"text":1617},"But if the GPU itself is already saturated, moving decompression work there may need careful scheduling.",{},{"id":995,"data":1620,"type":572,"tunes":1622},{"text":1621,"level":47},"DirectStorage 1.4 also improves GPU scheduling visibility",{},{"id":1000,"data":1624,"type":544,"tunes":1626},{"text":1625},"DirectStorage 1.4 adds D3D12 CreatorID support for the internal command queues it manages.",{},{"id":1005,"data":1628,"type":544,"tunes":1630},{"text":1629},"The purpose is to help DirectStorage workloads participate more predictably in D3D12 queue grouping and GPU execution scheduling.",{},{"id":1010,"data":1632,"type":544,"tunes":1634},{"text":1633},"This matters because decompression is now competing for the same GPU ecosystem as rendering and other compute work.",{},{"id":1015,"data":1636,"type":572,"tunes":1638},{"text":1637,"level":47},"What GPU vendors are doing next",{},{"id":1020,"data":1640,"type":544,"tunes":1642},{"text":1641},"Microsoft says AMD, Intel, NVIDIA and Qualcomm are working on hardware- and driver-specific Zstd optimizations.",{},{"id":1025,"data":1644,"type":544,"tunes":1646},{"text":1645},"AMD and NVIDIA publicly indicated optimized support targeted for the second half of 2026, while Intel and Qualcomm also described ongoing platform work.",{},{"id":1030,"data":1648,"type":544,"tunes":1650},{"text":1649},"That means the public DirectStorage GPU shader is a baseline, not necessarily the final performance path for future hardware.",{},{"id":1035,"data":1652,"type":572,"tunes":1654},{"text":1653,"level":47},"What would change this answer?",{},{"id":1040,"data":1656,"type":544,"tunes":1658},{"text":1657},"DirectStorage 1.4 is still a public preview. The final API, Zstd shader performance, GACL support and vendor-optimized driver paths can all change.",{},{"id":1045,"data":1660,"type":544,"tunes":1662},{"text":1661},"If future storage devices add standardized hardware decompression integrated into the PC asset pipeline, the clean separation between “SSD reads” and “CPU\u002FGPU decompresses” could become less absolute. That is not the normal DirectStorage 1.4 model today.",{},{"id":1050,"data":1664,"type":572,"tunes":1666},{"text":1665,"level":47},"Limitations",{},{"id":1055,"data":1668,"type":544,"tunes":1670},{"text":1669},"This article explains Microsoft's current public DirectStorage 1.4 preview architecture. It does not claim that every game using DirectStorage will use Zstd, GPU decompression or GACL.",{},{"id":1060,"data":1672,"type":544,"tunes":1674},{"text":1673},"Microsoft's compression-ratio and performance statements are technology claims from the platform vendor. Real game results depend on the asset mix, compression settings, hardware, drivers and engine integration.",{},{"id":1065,"data":1676,"type":572,"tunes":1678},{"text":1677,"level":47},"Conclusion",{},{"id":1070,"data":1680,"type":544,"tunes":1682},{"text":1681},"DirectStorage 1.4 is easier to understand once the jobs are separated.",{},{"id":1075,"data":1684,"type":544,"tunes":1686},{"text":1685},"The SSD moves compressed bytes. DirectStorage schedules the transfer. Zstd defines how the data is compressed. The CPU or GPU decompresses it. GACL can prepare some assets so Zstd compresses them more effectively. The game engine then consumes the finished asset.",{},{"id":1080,"data":1688,"type":544,"tunes":1690},{"text":1689},"A faster SSD is only one part of that chain.",{},{"id":1085,"data":1692,"type":572,"tunes":1693},{"text":1087,"level":47},{},{"id":1090,"data":1695,"type":1118,"tunes":1716},{"items":1696,"title":1715},[1697,1700,1703,1706,1709,1712],{"id":1094,"answer":1698,"question":1699},"No. The SSD reads compressed data. DirectStorage coordinates the I\u002FO, while the CPU or GPU performs decompression.","Does DirectStorage make the SSD decompress game assets?",{"id":1098,"answer":1701,"question":1702},"The public preview adds Zstandard compression, CPU\u002FGPU decompression support, Game Asset Conditioning Library integration and improved D3D12 queue identification.","What is new in DirectStorage 1.4?",{"id":1102,"answer":1704,"question":1705},"No. Microsoft says the assets must be built with Zstd\u002FGACL and the game must explicitly use the new APIs.","Can I replace a game's DirectStorage DLL to enable Zstd?",{"id":1106,"answer":1707,"question":1708},"No. It uses GPU compute, bandwidth and staging buffers, although it can reduce CPU load.","Is GPU decompression free?",{"id":1110,"answer":1710,"question":1711},"It conditions game assets, especially textures, so Zstd can compress them more effectively. Some methods are lossless and some are lossy.","What does GACL do?",{"id":1114,"answer":1713,"question":1714},"No. The figure applies to suitable conditioned assets, not automatically to the entire game installation.","Does up to 50% better compression mean a game becomes 50% smaller?","DirectStorage 1.4 and Zstd in plain English",{},{"id":1121,"data":1718,"type":572,"tunes":1720},{"text":1719,"level":47},"Glossary",{},{"id":1126,"data":1722,"type":1157,"tunes":1740},{"title":1723,"entries":1724},"Key DirectStorage 1.4 terms",[1725,1727,1729,1731,1734,1736,1738],{"term":1131,"anchor":1132,"definition":1726},"Microsoft's DirectX-family API for high-throughput game-asset I\u002FO and decompression on Windows.",{"term":1135,"anchor":1136,"definition":1728},"An open compression format added to DirectStorage 1.4 for game assets.",{"term":1371,"anchor":1139,"definition":1730},"Expanding compressed data using GPU compute instead of doing all decompression on the CPU.",{"term":1732,"anchor":1143,"definition":1733},"Staging buffer","Temporary GPU memory used by DirectStorage to coordinate compressed and decompressed data flows.",{"term":1146,"anchor":1147,"definition":1735},"Microsoft's Game Asset Conditioning Library, which prepares assets to improve compression efficiency.",{"term":1150,"anchor":1151,"definition":1737},"A Figure Rocks model separating storage size, I\u002FO traffic and runtime decompression cost.",{"term":1154,"anchor":1155,"definition":1739},"A Figure Rocks checklist for interpreting compression claims by checking the asset scope, baseline, quality loss and runtime cost.",{},{"id":1160,"data":1742,"type":572,"tunes":1744},{"text":1743,"level":47},"Primary sources",{},{"id":1165,"data":1746,"type":1172,"tunes":1751},{"link":1167,"meta":1747},{"image":1748,"title":1749,"description":1750},{"url":13},"Microsoft DirectX — DirectStorage 1.4 Adds Zstandard","Official March 2026 announcement covering Zstd, CPU\u002FGPU decompression, GACL, GPU-vendor optimization plans and the DirectStorage 1.4 preview.",{},{"id":1175,"data":1753,"type":1172,"tunes":1757},{"link":1177,"meta":1754},{"image":1755,"title":1180,"description":1756},{"url":13},"Official release page listing DirectStorage 1.4 preview features and package status.",{},{"id":1184,"data":1759,"type":1172,"tunes":1763},{"link":1186,"meta":1760},{"image":1761,"title":1189,"description":1762},{"url":13},"Official repository containing samples, GPU decompression benchmarks and DirectStorage implementation guidance.",{},{"id":1193,"data":1765,"type":1172,"tunes":1770},{"link":1195,"meta":1766},{"image":1767,"title":1768,"description":1769},{"url":13},"Microsoft — DirectStorage Developer Guidance","Official guidance explaining compressed-data flow, GPU decompression, staging buffers and memory trade-offs.",{},{"id":1202,"data":1772,"type":1172,"tunes":1776},{"link":1204,"meta":1773},{"image":1774,"title":1207,"description":1775},{"url":13},"Official documentation covering texture conditioning, Zstd, shuffle transforms and entropy-reduction techniques.",{},"2.31.6","DirectStorage 1.4 adds Zstandard compression, GPU decompression and a new Game Asset Conditioning Library, but the SSD itself is still only one part of the loading pipeline. This guide explains what the SSD, DirectStorage, CPU, GPU and game engine each actually 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