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La unidad de almacenamiento mueve datos comprimidos. La CPU o la GPU siguen realizando el trabajo de descompresión.\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\">Respuesta directa\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Tu SSD lee datos de juego comprimidos. Normalmente no descomprime esos datos por sí mismo.\u003C\u002Fstrong> DirectStorage coordina la ruta desde el almacenamiento hasta la memoria, mientras que la CPU o la GPU pueden encargarse de la descompresión. DirectStorage 1.4 añade Zstandard como nueva opción de códec y permite a los desarrolladores elegir la descompresión por CPU o por GPU.\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\">Estado actual\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">DirectStorage 1.4 es actualmente una \u003Cstrong>vista previa pública\u003C\u002Fstrong>. Su soporte de Zstandard y la Game Asset Conditioning Library son tecnologías para desarrolladores que deben integrarse en la compilación y el flujo de ejecución de un juego. Reemplazar archivos DLL en un juego existente no habilita mágicamente las nuevas funciones.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Contenido\">\u003Cstrong class=\"editorjs-toc__title\">Contenido\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\">La forma más sencilla de entender la ruta de los recursos\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-8\" class=\"editorjs-toc__link\">¿Por qué comprimir los recursos del juego?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">DirectStorage traslada el problema del cuello de botella, no lo elimina\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">Qué añade DirectStorage 1.4\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-21\" class=\"editorjs-toc__link\">La descompresión de GPU todavía consume recursos de GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-26\" class=\"editorjs-toc__link\">Por qué Zstd importa en comparación con la compresión anterior de DirectStorage\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-31\" class=\"editorjs-toc__link\">El triángulo de costos del streaming de activos\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Qué hace la Game Asset Conditioning Library\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-37\" class=\"editorjs-toc__link\">Qué significa “acondicionamiento” en lenguaje sencillo\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Dónde entra el aprendizaje automático en GACL\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-46\" class=\"editorjs-toc__link\">Hasta un 50% de mejor compresión no significa que todos los juegos se reduzcan un 50%\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">La prueba de afirmaciones sobre compresión\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-52\" class=\"editorjs-toc__link\">Por qué reemplazar los DLL de DirectStorage en un juego no habilita Zstd\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-57\" class=\"editorjs-toc__link\">Por qué los SSD más rápidos no eliminan el costo de descompresión\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">La prueba del pipeline en tiempo de carga\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-63\" class=\"editorjs-toc__link\">Por qué esto importa para el streaming de mundo abierto\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-68\" class=\"editorjs-toc__link\">DirectStorage 1.4 también mejora la visibilidad de la programación de la GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-72\" class=\"editorjs-toc__link\">Qué están haciendo a continuación los fabricantes de GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-76\" class=\"editorjs-toc__link\">¿Qué cambiaría esta respuesta?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-79\" class=\"editorjs-toc__link\">Limitaciones\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-82\" class=\"editorjs-toc__link\">Conclusión\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-86\" class=\"editorjs-toc__link\">Preguntas frecuentes\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-88\" class=\"editorjs-toc__link\">Glosario\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-90\" class=\"editorjs-toc__link\">Fuentes primarias\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">La forma más sencilla de entender la ruta de los recursos\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Qué ocurre cuando un juego carga recursos comprimidos\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. El recurso del juego se almacena comprimido\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Las texturas, la geometría u otros datos se empaquetan en forma comprimida en el SSD.\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. El SSD lee los bytes comprimidos\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La unidad NVMe mueve esos bytes rápidamente desde el almacenamiento a la ruta de E\u002FS del sistema.\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 programa la solicitud\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">DirectStorage coordina las lecturas de alto rendimiento y adónde deben ir los datos resultantes.\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. La CPU o la GPU descomprimen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El flujo comprimido se expande a la forma que necesita el juego.\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. El recurso queda disponible\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La textura, el búfer u otro recurso descomprimido puede entonces ser consumido por el renderizador o los sistemas del juego.\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\">El modelo mental\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>SSD = mueve datos comprimidos.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>DirectStorage = coordina la transferencia.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>CPU\u002FGPU = descomprimen.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Motor del juego = usa el resultado.\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-8\">¿Por qué comprimir los recursos del juego?\u003C\u002Fh2>\n\u003Cp>Los juegos modernos contienen cantidades enormes de texturas, geometría, audio y otros datos.\u003C\u002Fp>\n\u003Cp>Almacenar cada recurso sin comprimir aumentaría el tamaño de la instalación y obligaría al dispositivo de almacenamiento a leer más bytes para el mismo contenido.\u003C\u002Fp>\n\u003Cp>La compresión reduce cuántos datos deben almacenarse y transferirse. La contrapartida es que los datos deben descomprimirse antes de que el juego pueda usarlos.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">DirectStorage traslada el problema del cuello de botella, no lo elimina\u003C\u002Fh2>\n\u003Cp>Una unidad NVMe rápida puede entregar datos comprimidos mucho más rápido que las canalizaciones de almacenamiento antiguas, pero las lecturas más rápidas solo ayudan si el resto de la ruta puede seguir el ritmo.\u003C\u002Fp>\n\u003Cp>Si la CPU tiene que descomprimir miles de pequeños fragmentos de recursos mientras también ejecuta la lógica del juego, la física y el envío de comandos de dibujo, la propia descompresión puede volverse costosa.\u003C\u002Fp>\n\u003Cp>Por eso DirectStorage admite la descompresión por GPU: parte del trabajo puede pasar de la CPU a la computación masivamente paralela de la GPU.\u003C\u002Fp>\n\u003Ch2 id=\"section-16\">Qué añade DirectStorage 1.4\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 añade Zstandard, normalmente escrito Zstd, como formato de compresión compatible.\u003C\u002Fp>\n\u003Cp>Microsoft eligió Zstd porque combina fuertes ratios de compresión, buen rendimiento de descompresión, amplia disponibilidad de software y hardware, y una adopción generalizada.\u003C\u002Fp>\n\u003Cp>El cambio importante es que Zstd está integrado en el marco de descompresión de DirectStorage con rutas tanto de CPU como de GPU.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Descompresión de CPU vs GPU\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\">Descompresión de CPU\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\">Descompresión de GPU\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\">Dónde se ejecuta\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\">Ventaja potencial\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\">Costo principal\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\">Mejor opción\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\">La descompresión de GPU todavía consume recursos de GPU\u003C\u002Fh2>\n\u003Cp>La descompresión de GPU no es gratuita.\u003C\u002Fp>\n\u003Cp>DirectStorage utiliza búferes de preparación en VRAM para coordinar la entrada comprimida y la salida descomprimida. Microsoft advierte que un búfer de preparación demasiado grande puede quitar memoria al renderizado, mientras que uno demasiado pequeño puede reducir el rendimiento porque las solicitudes tienen que esperar.\u003C\u002Fp>\n\u003Cp>Así que la descompresión de GPU crea otro problema de equilibrio: reducir el trabajo de la CPU sin robar demasiada memoria de GPU o cómputo al renderizado.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fes\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\">El uso de VRAM no es un requisito de VRAM: por qué un medidor de memoria lleno no cuenta toda la historia\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Por qué la capacidad de VRAM, los presupuestos de residencia y los conjuntos de trabajo importan más que un solo número de uso de memoria.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Leer la guía de VRAM →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-26\">Por qué Zstd importa en comparación con la compresión anterior de DirectStorage\u003C\u002Fh2>\n\u003Cp>DirectStorage ya admitía GDeflate, un formato de compresión diseñado para la descompresión paralela en GPU.\u003C\u002Fp>\n\u003Cp>Zstd añade una opción diferente: un estándar de compresión abierto ampliamente utilizado con fuertes ratios de compresión y herramientas extensas.\u003C\u002Fp>\n\u003Cp>Microsoft también está publicando un sombreador de cómputo de descompresión Zstd para GPU de código abierto como base que los proveedores de GPU pueden optimizar aún más.\u003C\u002Fp>\n\u003Cp>El sombreador inicial está optimizado en torno a fragmentos de 256 KB o menos, lo que coincide con los patrones comunes de empaquetado de juegos orientados a streaming.\u003C\u002Fp>\n\u003Ch2 id=\"section-31\">El triángulo de costos del streaming de activos\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">La compresión cambia tres costos diferentes\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\">Qué puede reducir la compresión\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\">Qué puede aumentar\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\">Tamaño de instalación\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\">E\u002FS de almacenamiento\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\">Trabajo de CPU\u002FGPU en tiempo de ejecución\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\">Qué hace la Game Asset Conditioning Library\u003C\u002Fh2>\n\u003Cp>Microsoft presentó la Game Asset Conditioning Library, o GACL, junto con DirectStorage 1.4.\u003C\u002Fp>\n\u003Cp>GACL no reemplaza a Zstd. Prepara ciertos activos de juego para que Zstd pueda comprimirlos de manera más efectiva.\u003C\u002Fp>\n\u003Cp>Los datos de texturas son un objetivo principal porque las texturas a menudo constituyen una gran parte del tamaño de los paquetes de juegos modernos.\u003C\u002Fp>\n\u003Ch2 id=\"section-37\">Qué significa “acondicionamiento” en lenguaje sencillo\u003C\u002Fh2>\n\u003Cp>El acondicionamiento significa reorganizar o modificar ligeramente los datos antes de la compresión para que el compresor pueda encontrar patrones más útiles.\u003C\u002Fp>\n\u003Cp>Para las texturas con compresión por bloques, GACL puede reorganizar la disposición de los bytes antes de la compresión Zstd. DirectStorage invierte esa transformación después de la descompresión.\u003C\u002Fp>\n\u003Cp>GACL también incluye técnicas de reducción de entropía que pueden simplificar deliberadamente cierta información de textura para que se comprima mejor.\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\">No todos los modos de acondicionamiento son sin pérdida\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">GACL incluye tanto \u003Cstrong>transformaciones sin pérdida\u003C\u002Fstrong> como \u003Cstrong>optimización de texturas con pérdida\u003C\u002Fstrong>. Una mejor compresión a veces puede lograrse aceptando una cantidad controlada de error visual.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-42\">Dónde entra el aprendizaje automático en GACL\u003C\u002Fh2>\n\u003Cp>La Reducción de Entropía a Nivel de Componente de Microsoft, o CLER, utiliza aprendizaje automático como parte del proceso para reducir la entropía de las texturas.\u003C\u002Fp>\n\u003Cp>El propósito no es generar texturas en tiempo de ejecución. El trabajo de aprendizaje automático forma parte de la preparación de los datos de textura para que la representación comprimida final pueda ser más pequeña manteniendo una calidad visual aceptable.\u003C\u002Fp>\n\u003Cp>Eso convierte a GACL en una optimización de la canalización de contenido en lugar de un sistema de IA generativa dentro del juego.\u003C\u002Fp>\n\u003Ch2 id=\"section-46\">Hasta un 50% de mejor compresión no significa que todos los juegos se reduzcan un 50%\u003C\u002Fh2>\n\u003Cp>Microsoft afirma que GACL puede ofrecer hasta una mejora del 50% en las tasas de compresión Zstd para los recursos adecuados.\u003C\u002Fp>\n\u003Cp>Eso no es lo mismo que decir que una instalación completa de un juego se reduce en un 50%.\u003C\u002Fp>\n\u003Cp>El impacto real depende de qué recursos se acondicionan, de cuán comprimibles son, de qué proporción del juego representan y de si las técnicas con pérdida son aceptables.\u003C\u002Fp>\n\u003Ch2 id=\"section-50\">La prueba de afirmaciones sobre compresión\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cómo interpretar correctamente una afirmación sobre compresión de juegos\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. Pregunta qué se está comprimiendo\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">¿Solo texturas, todos los recursos o la instalación completa?\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. Pregunta cuál es la base de comparación\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">¿Datos sin comprimir, GDeflate, configuraciones antiguas de Zstd u otro formato empaquetado?\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. Comprueba si la técnica es sin pérdida\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un resultado más pequeño puede incluir una pérdida de calidad controlada.\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. Separa el tamaño de archivo del rendimiento de carga\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Una mejor compresión reduce los bytes leídos, pero la descompresión sigue costando tiempo.\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. Comprueba la ruta de CPU\u002FGPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Los mismos datos comprimidos pueden comportarse de forma diferente según dónde se ejecute la descompresión.\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. Mide la canalización completa\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">El rendimiento del almacenamiento, el tiempo de descompresión, el uso de memoria de preparación y la disponibilidad final de los recursos son importantes.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-52\">Por qué reemplazar los DLL de DirectStorage en un juego no habilita Zstd\u003C\u002Fh2>\n\u003Cp>Este es un malentendido especialmente importante.\u003C\u002Fp>\n\u003Cp>Microsoft respondió explícitamente a esto tras el anuncio de DirectStorage 1.4: reemplazar los archivos DLL de DirectStorage en un juego existente no activa las nuevas características de vista previa.\u003C\u002Fp>\n\u003Cp>Los recursos del juego deben crearse y comprimirse con Zstd durante el proceso de compilación, el acondicionamiento GACL opcional debe realizarse antes de la distribución, y el propio juego debe llamar a las API de DirectStorage correspondientes.\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\">Un DLL en tiempo de ejecución no puede reescribir el pipeline de recursos del juego\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Los archivos en disco, su formato de compresión y la integración con el motor ya deben estar diseñados para DirectStorage 1.4.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-57\">Por qué los SSD más rápidos no eliminan el costo de descompresión\u003C\u002Fh2>\n\u003Cp>Un SSD extremadamente rápido puede reducir el tiempo necesario para leer los bytes comprimidos, pero no elimina el tiempo requerido para convertir esos bytes en recursos utilizables.\u003C\u002Fp>\n\u003Cp>A medida que el almacenamiento se vuelve más rápido, la importancia relativa de la descompresión, la preparación de recursos, la carga a la GPU y el procesamiento del lado del motor se vuelve mayor.\u003C\u002Fp>\n\u003Cp>Es exactamente por eso que DirectStorage ha evolucionado más allá de la E\u002FS sin procesar.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">La prueba del pipeline en tiempo de carga\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Cómo diagnosticar si el almacenamiento es realmente el cuello de botella\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. Medir el tiempo de lectura del almacenamiento\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">¿Cuánto tiempo se tarda en entregar los bytes del recurso comprimido?\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. Medir la descompresión\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">¿Cuánto tiempo de CPU o GPU se dedica a expandir los datos?\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. Medir la cola y la preparación\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">¿Están las solicitudes esperando porque los búferes de preparación o las colas de la GPU están saturados?\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. Medir la carga y la creación de recursos\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">¿Cuánto tiempo pasa antes de que los datos descomprimidos se conviertan en un recurso de GPU utilizable?\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. Medir el trabajo del lado del motor\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Los sombreadores, la creación de objetos, la configuración del mundo y el registro de recursos aún pueden dominar la carga.\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. Corregir la etapa más lenta\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un SSD más rápido solo ayuda cuando la E\u002FS de almacenamiento es realmente la parte limitante.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-63\">Por qué esto importa para el streaming de mundo abierto\u003C\u002Fh2>\n\u003Cp>Los juegos de mundo abierto mueven continuamente datos de recursos a medida que el jugador recorre el mapa.\u003C\u002Fp>\n\u003Cp>Eso significa que el streaming de recursos no se trata solo de reducir una pantalla de carga. El pipeline debe entregar, descomprimir y preparar datos mientras el juego continúa.\u003C\u002Fp>\n\u003Cp>Un códec con una fuerte tasa de compresión puede reducir la cantidad de bytes extraídos del almacenamiento, mientras que la descompresión rápida en GPU puede ayudar a mantener el tiempo de CPU disponible para la simulación.\u003C\u002Fp>\n\u003Cp>Pero si la propia GPU ya está saturada, trasladar el trabajo de descompresión allí puede requerir una programación cuidadosa.\u003C\u002Fp>\n\u003Ch2 id=\"section-68\">DirectStorage 1.4 también mejora la visibilidad de la programación de la GPU\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 añade compatibilidad con D3D12 CreatorID para las colas de comandos internas que gestiona.\u003C\u002Fp>\n\u003Cp>El propósito es ayudar a que las cargas de trabajo de DirectStorage participen de manera más predecible en la agrupación de colas de D3D12 y en la programación de ejecución de la GPU.\u003C\u002Fp>\n\u003Cp>Esto importa porque la descompresión ahora compite por el mismo ecosistema de GPU que el renderizado y otras cargas de trabajo de cómputo.\u003C\u002Fp>\n\u003Ch2 id=\"section-72\">Qué están haciendo a continuación los fabricantes de GPU\u003C\u002Fh2>\n\u003Cp>Microsoft dice que AMD, Intel, NVIDIA y Qualcomm están trabajando en optimizaciones de Zstd específicas para hardware y controladores.\u003C\u002Fp>\n\u003Cp>AMD y NVIDIA indicaron públicamente que el soporte optimizado está previsto para la segunda mitad de 2026, mientras que Intel y Qualcomm también describieron trabajo continuo en la plataforma.\u003C\u002Fp>\n\u003Cp>Eso significa que el shader de GPU público de DirectStorage es una base, no necesariamente la ruta de rendimiento final para hardware futuro.\u003C\u002Fp>\n\u003Ch2 id=\"section-76\">¿Qué cambiaría esta respuesta?\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 todavía es una vista previa pública. La API final, el rendimiento del shader Zstd, el soporte de GACL y las rutas de controladores optimizadas por el proveedor pueden cambiar.\u003C\u002Fp>\n\u003Cp>Si los futuros dispositivos de almacenamiento añaden descompresión de hardware estandarizada integrada en el flujo de activos del PC, la separación clara entre “lecturas de SSD” y “descompresiones de CPU\u002FGPU” podría volverse menos absoluta. Ese no es el modelo normal de DirectStorage 1.4 hoy.\u003C\u002Fp>\n\u003Ch2 id=\"section-79\">Limitaciones\u003C\u002Fh2>\n\u003Cp>Este artículo explica la arquitectura actual de la vista previa pública de DirectStorage 1.4 de Microsoft. No afirma que todos los juegos que usan DirectStorage usarán Zstd, descompresión por GPU o GACL.\u003C\u002Fp>\n\u003Cp>Las declaraciones de Microsoft sobre la relación de compresión y el rendimiento son afirmaciones tecnológicas del proveedor de la plataforma. Los resultados reales en juegos dependen de la combinación de activos, la configuración de compresión, el hardware, los controladores y la integración del motor.\u003C\u002Fp>\n\u003Ch2 id=\"section-82\">Conclusión\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 es más fácil de entender una vez que se separan las tareas.\u003C\u002Fp>\n\u003Cp>El SSD mueve bytes comprimidos. DirectStorage programa la transferencia. Zstd define cómo se comprimen los datos. La CPU o la GPU los descomprime. GACL puede preparar algunos activos para que Zstd los comprima de manera más efectiva. Luego, el motor del juego consume el activo terminado.\u003C\u002Fp>\n\u003Cp>Un SSD más rápido es solo una parte de esa cadena.\u003C\u002Fp>\n\u003Ch2 id=\"section-86\">Preguntas frecuentes\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 y Zstd en lenguaje sencillo\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\">¿DirectStorage hace que el SSD descomprima los activos del juego?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. El SSD lee datos comprimidos. DirectStorage coordina la E\u002FS, mientras que la CPU o la GPU realizan la descompresión.\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\">¿Qué hay de nuevo en DirectStorage 1.4?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">La vista previa pública añade compresión Zstandard, soporte de descompresión por CPU\u002FGPU, integración con la Game Asset Conditioning Library y una identificación mejorada de colas D3D12.\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\">¿Puedo reemplazar la DLL de DirectStorage de un juego para habilitar Zstd?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Microsoft dice que los activos deben compilarse con Zstd\u002FGACL y el juego debe usar explícitamente las nuevas API.\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\">¿La descompresión por GPU es gratuita?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. Utiliza cómputo de GPU, ancho de banda y búferes de preparación, aunque puede reducir la carga de la CPU.\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\">¿Qué hace GACL?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Acondiciona los activos del juego, especialmente las texturas, para que Zstd pueda comprimirlos de manera más efectiva. Algunos métodos son sin pérdida y otros con pérdida.\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\">¿Una compresión hasta un 50% mejor significa que un juego se vuelve un 50% más pequeño?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">No. La cifra se aplica a activos acondicionados adecuados, no automáticamente a toda la instalación del juego.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-88\">Glosario\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\">Términos clave de DirectStorage 1.4\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\">API de la familia DirectX de Microsoft para E\u002FS y descompresión de activos de juego de alto rendimiento en 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\">Un formato de compresión abierto añadido a DirectStorage 1.4 para activos de juego.\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\">Descompresión por GPU\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Expandir datos comprimidos usando cómputo de GPU en lugar de realizar toda la descompresión en la CPU.\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\">Búfer de preparación\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Memoria temporal de GPU utilizada por DirectStorage para coordinar los flujos de datos comprimidos y descomprimidos.\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\">Game Asset Conditioning Library de Microsoft, que prepara activos para mejorar la eficiencia de compresión.\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\">Triángulo de coste de streaming de activos\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modelo de Figure Rocks que separa el tamaño de almacenamiento, el tráfico de E\u002FS y el coste de descompresión en tiempo de ejecución.\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\">Prueba de afirmación de compresión\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Una lista de verificación de Figure Rocks para interpretar afirmaciones de compresión comprobando el alcance de los activos, la línea base, la pérdida de calidad y el coste en tiempo de ejecución.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-90\">Fuentes primarias\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 añade Zstandard\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Anuncio oficial de marzo de 2026 que cubre Zstd, descompresión por CPU\u002FGPU, GACL, planes de optimización de proveedores de GPU y la vista previa de DirectStorage 1.4.\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 — SDK y API de DirectStorage\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Página de lanzamiento oficial que enumera las características de la vista previa de DirectStorage 1.4 y el estado del paquete.\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\">Repositorio oficial que contiene ejemplos, puntos de referencia de descompresión por GPU y guía de implementación de 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 — Guía para desarrolladores de DirectStorage\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Guía oficial que explica el flujo de datos comprimidos, la descompresión por GPU, los búferes de preparación y las compensaciones de memoria.\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 — Biblioteca de acondicionamiento de recursos de juego\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentación oficial que cubre el acondicionamiento de texturas, Zstd, transformaciones de mezcla y técnicas de reducción de entropía.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1211},1790406075391,[540,546,554,561,568,574,597,604,609,614,619,624,629,634,639,644,649,654,659,664,695,700,705,710,715,724,729,734,739,744,749,754,778,783,788,793,798,803,808,813,818,825,830,835,840,845,850,855,860,865,870,894,899,904,909,914,920,925,930,935,940,945,969,974,979,984,989,994,999,1004,1009,1014,1019,1024,1029,1034,1039,1044,1049,1054,1059,1064,1069,1074,1079,1084,1089,1120,1125,1160,1165,1175,1184,1193,1202],{"id":541,"data":542,"type":544,"tunes":545},"7b461210c1",{"text":543},"DirectStorage 1.4 añade compresión Zstandard y soporte de descompresión por GPU para recursos de juegos, pero eso no significa que tu SSD de repente esté descomprimiendo texturas y modelos por sí solo. La unidad de almacenamiento mueve datos comprimidos. La CPU o la GPU siguen realizando el trabajo de descompresión.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"2f0f63271c",{"body":549,"title":550,"variant":551},"\u003Cstrong>Tu SSD lee datos de juego comprimidos. Normalmente no descomprime esos datos por sí mismo.\u003C\u002Fstrong> DirectStorage coordina la ruta desde el almacenamiento hasta la memoria, mientras que la CPU o la GPU pueden encargarse de la descompresión. DirectStorage 1.4 añade Zstandard como nueva opción de códec y permite a los desarrolladores elegir la descompresión por CPU o por GPU.","Respuesta directa","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"48a120727f",{"body":557,"title":558,"variant":559},"DirectStorage 1.4 es actualmente una \u003Cstrong>vista previa pública\u003C\u002Fstrong>. Su soporte de Zstandard y la Game Asset Conditioning Library son tecnologías para desarrolladores que deben integrarse en la compilación y el flujo de ejecución de un juego. Reemplazar archivos DLL en un juego existente no habilita mágicamente las nuevas funciones.","Estado actual","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2954eec7f8",{"title":564,"maxLevel":565,"minLevel":47},"Contenido",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"980168054a",{"text":571,"level":47},"La forma más sencilla de entender la ruta de los recursos","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. El recurso del juego se almacena comprimido","Las texturas, la geometría u otros datos se empaquetan en forma comprimida en el SSD.",{"label":582,"description":583},"2. El SSD lee los bytes comprimidos","La unidad NVMe mueve esos bytes rápidamente desde el almacenamiento a la ruta de E\u002FS del sistema.",{"label":585,"description":586},"3. DirectStorage programa la solicitud","DirectStorage coordina las lecturas de alto rendimiento y adónde deben ir los datos resultantes.",{"label":588,"description":589},"4. La CPU o la GPU descomprimen","El flujo comprimido se expande a la forma que necesita el juego.",{"label":591,"description":592},"5. El recurso queda disponible","La textura, el búfer u otro recurso descomprimido puede entonces ser consumido por el renderizador o los sistemas del juego.","Qué ocurre cuando un juego carga recursos comprimidos","auto","processFlow",{},{"id":598,"data":599,"type":552,"tunes":603},"d375ebe60b",{"body":600,"title":601,"variant":602},"\u003Cstrong>SSD = mueve datos comprimidos.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>DirectStorage = coordina la transferencia.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>CPU\u002FGPU = descomprimen.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Motor del juego = usa el resultado.\u003C\u002Fstrong>","El modelo mental","success",{},{"id":605,"data":606,"type":572,"tunes":608},"dbcc92fffe",{"text":607,"level":47},"¿Por qué comprimir los recursos del juego?",{},{"id":610,"data":611,"type":544,"tunes":613},"fa9fc5a6fc",{"text":612},"Los juegos modernos contienen cantidades enormes de texturas, geometría, audio y otros datos.",{},{"id":615,"data":616,"type":544,"tunes":618},"375587179a",{"text":617},"Almacenar cada recurso sin comprimir aumentaría el tamaño de la instalación y obligaría al dispositivo de almacenamiento a leer más bytes para el mismo contenido.",{},{"id":620,"data":621,"type":544,"tunes":623},"6f00b8cbff",{"text":622},"La compresión reduce cuántos datos deben almacenarse y transferirse. La contrapartida es que los datos deben descomprimirse antes de que el juego pueda usarlos.",{},{"id":625,"data":626,"type":572,"tunes":628},"1c00bf96d8",{"text":627,"level":47},"DirectStorage traslada el problema del cuello de botella, no lo elimina",{},{"id":630,"data":631,"type":544,"tunes":633},"2fd37b24a2",{"text":632},"Una unidad NVMe rápida puede entregar datos comprimidos mucho más rápido que las canalizaciones de almacenamiento antiguas, pero las lecturas más rápidas solo ayudan si el resto de la ruta puede seguir el ritmo.",{},{"id":635,"data":636,"type":544,"tunes":638},"d68045b6ad",{"text":637},"Si la CPU tiene que descomprimir miles de pequeños fragmentos de recursos mientras también ejecuta la lógica del juego, la física y el envío de comandos de dibujo, la propia descompresión puede volverse costosa.",{},{"id":640,"data":641,"type":544,"tunes":643},"a16eb295ca",{"text":642},"Por eso DirectStorage admite la descompresión por GPU: parte del trabajo puede pasar de la CPU a la computación masivamente paralela de la GPU.",{},{"id":645,"data":646,"type":572,"tunes":648},"b4937d330d",{"text":647,"level":47},"Qué añade DirectStorage 1.4",{},{"id":650,"data":651,"type":544,"tunes":653},"15fbbac723",{"text":652},"DirectStorage 1.4 añade Zstandard, normalmente escrito Zstd, como formato de compresión compatible.",{},{"id":655,"data":656,"type":544,"tunes":658},"9c19185ae4",{"text":657},"Microsoft eligió Zstd porque combina fuertes ratios de compresión, buen rendimiento de descompresión, amplia disponibilidad de software y hardware, y una adopción generalizada.",{},{"id":660,"data":661,"type":544,"tunes":663},"431523b335",{"text":662},"El cambio importante es que Zstd está integrado en el marco de descompresión de DirectStorage con rutas tanto de CPU como de GPU.",{},{"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","Dónde se ejecuta",[13,13],{"id":673,"label":674,"values":675},"advantage","Ventaja potencial",[13,13],{"id":677,"label":678,"values":679},"cost","Costo principal",[13,13],{"id":681,"label":682,"values":683},"best","Mejor opción",[13,13],"Descompresión de CPU vs GPU","table",[687,690],{"id":688,"label":689},"cpu","Descompresión de CPU",{"id":691,"label":692},"gpu","Descompresión de GPU","comparison",{},{"id":696,"data":697,"type":572,"tunes":699},"c6262b2b30",{"text":698,"level":47},"La descompresión de GPU todavía consume recursos de GPU",{},{"id":701,"data":702,"type":544,"tunes":704},"b4cde1abf8",{"text":703},"La descompresión de GPU no es gratuita.",{},{"id":706,"data":707,"type":544,"tunes":709},"9a58b4b286",{"text":708},"DirectStorage utiliza búferes de preparación en VRAM para coordinar la entrada comprimida y la salida descomprimida. Microsoft advierte que un búfer de preparación demasiado grande puede quitar memoria al renderizado, mientras que uno demasiado pequeño puede reducir el rendimiento porque las solicitudes tienen que esperar.",{},{"id":711,"data":712,"type":544,"tunes":714},"4a44c060ae",{"text":713},"Así que la descompresión de GPU crea otro problema de equilibrio: reducir el trabajo de la CPU sin robar demasiada memoria de GPU o cómputo al renderizado.",{},{"id":716,"data":717,"type":722,"tunes":723},"3f3babfc82",{"url":718,"title":719,"excerpt":720,"ctaLabel":721},"https:\u002F\u002Ffigure.rocks\u002Fes\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","El uso de VRAM no es un requisito de VRAM: por qué un medidor de memoria lleno no cuenta toda la historia","Por qué la capacidad de VRAM, los presupuestos de residencia y los conjuntos de trabajo importan más que un solo número de uso de memoria.","Leer la guía de VRAM","referralArticle",{},{"id":725,"data":726,"type":572,"tunes":728},"a942fbe973",{"text":727,"level":47},"Por qué Zstd importa en comparación con la compresión anterior de DirectStorage",{},{"id":730,"data":731,"type":544,"tunes":733},"ef8a3b3ba5",{"text":732},"DirectStorage ya admitía GDeflate, un formato de compresión diseñado para la descompresión paralela en GPU.",{},{"id":735,"data":736,"type":544,"tunes":738},"84da708009",{"text":737},"Zstd añade una opción diferente: un estándar de compresión abierto ampliamente utilizado con fuertes ratios de compresión y herramientas extensas.",{},{"id":740,"data":741,"type":544,"tunes":743},"e402caab8b",{"text":742},"Microsoft también está publicando un sombreador de cómputo de descompresión Zstd para GPU de código abierto como base que los proveedores de GPU pueden optimizar aún más.",{},{"id":745,"data":746,"type":544,"tunes":748},"6ff4e34bf6",{"text":747},"El sombreador inicial está optimizado en torno a fragmentos de 256 KB o menos, lo que coincide con los patrones comunes de empaquetado de juegos orientados a streaming.",{},{"id":750,"data":751,"type":572,"tunes":753},"4328a25e36",{"text":752,"level":47},"El triángulo de costos del streaming de activos",{},{"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","Tamaño de instalación",[13,13],{"id":763,"label":764,"values":765},"io","E\u002FS de almacenamiento",[13,13],{"id":767,"label":768,"values":769},"runtime","Trabajo de CPU\u002FGPU en tiempo de ejecución",[13,13],"La compresión cambia tres costos diferentes",[772,775],{"id":773,"label":774},"benefit","Qué puede reducir la compresión",{"id":677,"label":776},"Qué puede aumentar",{},{"id":779,"data":780,"type":572,"tunes":782},"5d30690c89",{"text":781,"level":47},"Qué hace la Game Asset Conditioning Library",{},{"id":784,"data":785,"type":544,"tunes":787},"25b7db1be9",{"text":786},"Microsoft presentó la Game Asset Conditioning Library, o GACL, junto con DirectStorage 1.4.",{},{"id":789,"data":790,"type":544,"tunes":792},"c68144d961",{"text":791},"GACL no reemplaza a Zstd. Prepara ciertos activos de juego para que Zstd pueda comprimirlos de manera más efectiva.",{},{"id":794,"data":795,"type":544,"tunes":797},"4a4b7bfc11",{"text":796},"Los datos de texturas son un objetivo principal porque las texturas a menudo constituyen una gran parte del tamaño de los paquetes de juegos modernos.",{},{"id":799,"data":800,"type":572,"tunes":802},"7fe0a2d504",{"text":801,"level":47},"Qué significa “acondicionamiento” en lenguaje sencillo",{},{"id":804,"data":805,"type":544,"tunes":807},"96a5e493d3",{"text":806},"El acondicionamiento significa reorganizar o modificar ligeramente los datos antes de la compresión para que el compresor pueda encontrar patrones más útiles.",{},{"id":809,"data":810,"type":544,"tunes":812},"cb4a8a997c",{"text":811},"Para las texturas con compresión por bloques, GACL puede reorganizar la disposición de los bytes antes de la compresión Zstd. DirectStorage invierte esa transformación después de la descompresión.",{},{"id":814,"data":815,"type":544,"tunes":817},"55267a13ca",{"text":816},"GACL también incluye técnicas de reducción de entropía que pueden simplificar deliberadamente cierta información de textura para que se comprima mejor.",{},{"id":819,"data":820,"type":552,"tunes":824},"540deb670e",{"body":821,"title":822,"variant":823},"GACL incluye tanto \u003Cstrong>transformaciones sin pérdida\u003C\u002Fstrong> como \u003Cstrong>optimización de texturas con pérdida\u003C\u002Fstrong>. Una mejor compresión a veces puede lograrse aceptando una cantidad controlada de error visual.","No todos los modos de acondicionamiento son sin pérdida","warning",{},{"id":826,"data":827,"type":572,"tunes":829},"9836ed86ae",{"text":828,"level":47},"Dónde entra el aprendizaje automático en GACL",{},{"id":831,"data":832,"type":544,"tunes":834},"4d663da4d4",{"text":833},"La Reducción de Entropía a Nivel de Componente de Microsoft, o CLER, utiliza aprendizaje automático como parte del proceso para reducir la entropía de las texturas.",{},{"id":836,"data":837,"type":544,"tunes":839},"79c4cad150",{"text":838},"El propósito no es generar texturas en tiempo de ejecución. El trabajo de aprendizaje automático forma parte de la preparación de los datos de textura para que la representación comprimida final pueda ser más pequeña manteniendo una calidad visual aceptable.",{},{"id":841,"data":842,"type":544,"tunes":844},"99085e4c77",{"text":843},"Eso convierte a GACL en una optimización de la canalización de contenido en lugar de un sistema de IA generativa dentro del juego.",{},{"id":846,"data":847,"type":572,"tunes":849},"14d13e675d",{"text":848,"level":47},"Hasta un 50% de mejor compresión no significa que todos los juegos se reduzcan un 50%",{},{"id":851,"data":852,"type":544,"tunes":854},"aaeb908807",{"text":853},"Microsoft afirma que GACL puede ofrecer hasta una mejora del 50% en las tasas de compresión Zstd para los recursos adecuados.",{},{"id":856,"data":857,"type":544,"tunes":859},"57085743b1",{"text":858},"Eso no es lo mismo que decir que una instalación completa de un juego se reduce en un 50%.",{},{"id":861,"data":862,"type":544,"tunes":864},"8e4feee49d",{"text":863},"El impacto real depende de qué recursos se acondicionan, de cuán comprimibles son, de qué proporción del juego representan y de si las técnicas con pérdida son aceptables.",{},{"id":866,"data":867,"type":572,"tunes":869},"2cd6a2b721",{"text":868,"level":47},"La prueba de afirmaciones sobre compresión",{},{"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. Pregunta qué se está comprimiendo","¿Solo texturas, todos los recursos o la instalación completa?",{"label":878,"description":879},"2. Pregunta cuál es la base de comparación","¿Datos sin comprimir, GDeflate, configuraciones antiguas de Zstd u otro formato empaquetado?",{"label":881,"description":882},"3. Comprueba si la técnica es sin pérdida","Un resultado más pequeño puede incluir una pérdida de calidad controlada.",{"label":884,"description":885},"4. Separa el tamaño de archivo del rendimiento de carga","Una mejor compresión reduce los bytes leídos, pero la descompresión sigue costando tiempo.",{"label":887,"description":888},"5. Comprueba la ruta de CPU\u002FGPU","Los mismos datos comprimidos pueden comportarse de forma diferente según dónde se ejecute la descompresión.",{"label":890,"description":891},"6. Mide la canalización completa","El rendimiento del almacenamiento, el tiempo de descompresión, el uso de memoria de preparación y la disponibilidad final de los recursos son importantes.","Cómo interpretar correctamente una afirmación sobre compresión de juegos",{},{"id":895,"data":896,"type":572,"tunes":898},"0ada530e08",{"text":897,"level":47},"Por qué reemplazar los DLL de DirectStorage en un juego no habilita Zstd",{},{"id":900,"data":901,"type":544,"tunes":903},"4da8a4e81a",{"text":902},"Este es un malentendido especialmente importante.",{},{"id":905,"data":906,"type":544,"tunes":908},"2e03f9f3b4",{"text":907},"Microsoft respondió explícitamente a esto tras el anuncio de DirectStorage 1.4: reemplazar los archivos DLL de DirectStorage en un juego existente no activa las nuevas características de vista previa.",{},{"id":910,"data":911,"type":544,"tunes":913},"f62e4bf14a",{"text":912},"Los recursos del juego deben crearse y comprimirse con Zstd durante el proceso de compilación, el acondicionamiento GACL opcional debe realizarse antes de la distribución, y el propio juego debe llamar a las API de DirectStorage correspondientes.",{},{"id":915,"data":916,"type":552,"tunes":919},"0eb0a84749",{"body":917,"title":918,"variant":602},"Los archivos en disco, su formato de compresión y la integración con el motor ya deben estar diseñados para DirectStorage 1.4.","Un DLL en tiempo de ejecución no puede reescribir el pipeline de recursos del juego",{},{"id":921,"data":922,"type":572,"tunes":924},"acb0fb0c0e",{"text":923,"level":47},"Por qué los SSD más rápidos no eliminan el costo de descompresión",{},{"id":926,"data":927,"type":544,"tunes":929},"17a8cecdd3",{"text":928},"Un SSD extremadamente rápido puede reducir el tiempo necesario para leer los bytes comprimidos, pero no elimina el tiempo requerido para convertir esos bytes en recursos utilizables.",{},{"id":931,"data":932,"type":544,"tunes":934},"b4fa0ab639",{"text":933},"A medida que el almacenamiento se vuelve más rápido, la importancia relativa de la descompresión, la preparación de recursos, la carga a la GPU y el procesamiento del lado del motor se vuelve mayor.",{},{"id":936,"data":937,"type":544,"tunes":939},"8e24a111c3",{"text":938},"Es exactamente por eso que DirectStorage ha evolucionado más allá de la E\u002FS sin procesar.",{},{"id":941,"data":942,"type":572,"tunes":944},"06446ca61f",{"text":943,"level":47},"La prueba del pipeline en tiempo de carga",{},{"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. Medir el tiempo de lectura del almacenamiento","¿Cuánto tiempo se tarda en entregar los bytes del recurso comprimido?",{"label":953,"description":954},"2. Medir la descompresión","¿Cuánto tiempo de CPU o GPU se dedica a expandir los datos?",{"label":956,"description":957},"3. Medir la cola y la preparación","¿Están las solicitudes esperando porque los búferes de preparación o las colas de la GPU están saturados?",{"label":959,"description":960},"4. Medir la carga y la creación de recursos","¿Cuánto tiempo pasa antes de que los datos descomprimidos se conviertan en un recurso de GPU utilizable?",{"label":962,"description":963},"5. Medir el trabajo del lado del motor","Los sombreadores, la creación de objetos, la configuración del mundo y el registro de recursos aún pueden dominar la carga.",{"label":965,"description":966},"6. Corregir la etapa más lenta","Un SSD más rápido solo ayuda cuando la E\u002FS de almacenamiento es realmente la parte limitante.","Cómo diagnosticar si el almacenamiento es realmente el cuello de botella",{},{"id":970,"data":971,"type":572,"tunes":973},"571576014a",{"text":972,"level":47},"Por qué esto importa para el streaming de mundo abierto",{},{"id":975,"data":976,"type":544,"tunes":978},"806314e0fe",{"text":977},"Los juegos de mundo abierto mueven continuamente datos de recursos a medida que el jugador recorre el mapa.",{},{"id":980,"data":981,"type":544,"tunes":983},"7bb8a063e0",{"text":982},"Eso significa que el streaming de recursos no se trata solo de reducir una pantalla de carga. El pipeline debe entregar, descomprimir y preparar datos mientras el juego continúa.",{},{"id":985,"data":986,"type":544,"tunes":988},"012c8cf647",{"text":987},"Un códec con una fuerte tasa de compresión puede reducir la cantidad de bytes extraídos del almacenamiento, mientras que la descompresión rápida en GPU puede ayudar a mantener el tiempo de CPU disponible para la simulación.",{},{"id":990,"data":991,"type":544,"tunes":993},"f978c83ceb",{"text":992},"Pero si la propia GPU ya está saturada, trasladar el trabajo de descompresión allí puede requerir una programación cuidadosa.",{},{"id":995,"data":996,"type":572,"tunes":998},"ba6e748605",{"text":997,"level":47},"DirectStorage 1.4 también mejora la visibilidad de la programación de la GPU",{},{"id":1000,"data":1001,"type":544,"tunes":1003},"d858b01445",{"text":1002},"DirectStorage 1.4 añade compatibilidad con D3D12 CreatorID para las colas de comandos internas que gestiona.",{},{"id":1005,"data":1006,"type":544,"tunes":1008},"34afe0ff59",{"text":1007},"El propósito es ayudar a que las cargas de trabajo de DirectStorage participen de manera más predecible en la agrupación de colas de D3D12 y en la programación de ejecución de la GPU.",{},{"id":1010,"data":1011,"type":544,"tunes":1013},"37941fcc6e",{"text":1012},"Esto importa porque la descompresión ahora compite por el mismo ecosistema de GPU que el renderizado y otras cargas de trabajo de cómputo.",{},{"id":1015,"data":1016,"type":572,"tunes":1018},"b48d791481",{"text":1017,"level":47},"Qué están haciendo a continuación los fabricantes de GPU",{},{"id":1020,"data":1021,"type":544,"tunes":1023},"8e92b40d82",{"text":1022},"Microsoft dice que AMD, Intel, NVIDIA y Qualcomm están trabajando en optimizaciones de Zstd específicas para hardware y controladores.",{},{"id":1025,"data":1026,"type":544,"tunes":1028},"fe70c63125",{"text":1027},"AMD y NVIDIA indicaron públicamente que el soporte optimizado está previsto para la segunda mitad de 2026, mientras que Intel y Qualcomm también describieron trabajo continuo en la plataforma.",{},{"id":1030,"data":1031,"type":544,"tunes":1033},"b32885f619",{"text":1032},"Eso significa que el shader de GPU público de DirectStorage es una base, no necesariamente la ruta de rendimiento final para hardware futuro.",{},{"id":1035,"data":1036,"type":572,"tunes":1038},"5bdd394fbe",{"text":1037,"level":47},"¿Qué cambiaría esta respuesta?",{},{"id":1040,"data":1041,"type":544,"tunes":1043},"df440ec666",{"text":1042},"DirectStorage 1.4 todavía es una vista previa pública. La API final, el rendimiento del shader Zstd, el soporte de GACL y las rutas de controladores optimizadas por el proveedor pueden cambiar.",{},{"id":1045,"data":1046,"type":544,"tunes":1048},"032ea5afdc",{"text":1047},"Si los futuros dispositivos de almacenamiento añaden descompresión de hardware estandarizada integrada en el flujo de activos del PC, la separación clara entre “lecturas de SSD” y “descompresiones de CPU\u002FGPU” podría volverse menos absoluta. Ese no es el modelo normal de DirectStorage 1.4 hoy.",{},{"id":1050,"data":1051,"type":572,"tunes":1053},"76422e49b2",{"text":1052,"level":47},"Limitaciones",{},{"id":1055,"data":1056,"type":544,"tunes":1058},"014e638d31",{"text":1057},"Este artículo explica la arquitectura actual de la vista previa pública de DirectStorage 1.4 de Microsoft. No afirma que todos los juegos que usan DirectStorage usarán Zstd, descompresión por GPU o GACL.",{},{"id":1060,"data":1061,"type":544,"tunes":1063},"7dd689e651",{"text":1062},"Las declaraciones de Microsoft sobre la relación de compresión y el rendimiento son afirmaciones tecnológicas del proveedor de la plataforma. Los resultados reales en juegos dependen de la combinación de activos, la configuración de compresión, el hardware, los controladores y la integración del motor.",{},{"id":1065,"data":1066,"type":572,"tunes":1068},"b7bbbdd494",{"text":1067,"level":47},"Conclusión",{},{"id":1070,"data":1071,"type":544,"tunes":1073},"6c07e0bffd",{"text":1072},"DirectStorage 1.4 es más fácil de entender una vez que se separan las tareas.",{},{"id":1075,"data":1076,"type":544,"tunes":1078},"325ad9669f",{"text":1077},"El SSD mueve bytes comprimidos. DirectStorage programa la transferencia. Zstd define cómo se comprimen los datos. La CPU o la GPU los descomprime. GACL puede preparar algunos activos para que Zstd los comprima de manera más efectiva. Luego, el motor del juego consume el activo terminado.",{},{"id":1080,"data":1081,"type":544,"tunes":1083},"0a7990db5b",{"text":1082},"Un SSD más rápido es solo una parte de esa cadena.",{},{"id":1085,"data":1086,"type":572,"tunes":1088},"b9347644f5",{"text":1087,"level":47},"Preguntas frecuentes",{},{"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","No. El SSD lee datos comprimidos. DirectStorage coordina la E\u002FS, mientras que la CPU o la GPU realizan la descompresión.","¿DirectStorage hace que el SSD descomprima los activos del juego?",{"id":1098,"answer":1099,"question":1100},"faq2","La vista previa pública añade compresión Zstandard, soporte de descompresión por CPU\u002FGPU, integración con la Game Asset Conditioning Library y una identificación mejorada de colas D3D12.","¿Qué hay de nuevo en DirectStorage 1.4?",{"id":1102,"answer":1103,"question":1104},"faq3","No. Microsoft dice que los activos deben compilarse con Zstd\u002FGACL y el juego debe usar explícitamente las nuevas API.","¿Puedo reemplazar la DLL de DirectStorage de un juego para habilitar Zstd?",{"id":1106,"answer":1107,"question":1108},"faq4","No. Utiliza cómputo de GPU, ancho de banda y búferes de preparación, aunque puede reducir la carga de la CPU.","¿La descompresión por GPU es gratuita?",{"id":1110,"answer":1111,"question":1112},"faq5","Acondiciona los activos del juego, especialmente las texturas, para que Zstd pueda comprimirlos de manera más efectiva. Algunos métodos son sin pérdida y otros con pérdida.","¿Qué hace GACL?",{"id":1114,"answer":1115,"question":1116},"faq6","No. La cifra se aplica a activos acondicionados adecuados, no automáticamente a toda la instalación del juego.","¿Una compresión hasta un 50% mejor significa que un juego se vuelve un 50% más pequeño?","DirectStorage 1.4 y Zstd en lenguaje sencillo","faq",{},{"id":1121,"data":1122,"type":572,"tunes":1124},"578cca7c13",{"text":1123,"level":47},"Glosario",{},{"id":1126,"data":1127,"type":1158,"tunes":1159},"314ad428b8",{"title":1128,"entries":1129},"Términos clave de DirectStorage 1.4",[1130,1134,1138,1142,1146,1150,1154],{"term":1131,"anchor":1132,"definition":1133},"DirectStorage","directstorage","API de la familia DirectX de Microsoft para E\u002FS y descompresión de activos de juego de alto rendimiento en Windows.",{"term":1135,"anchor":1136,"definition":1137},"Zstandard (Zstd)","zstd","Un formato de compresión abierto añadido a DirectStorage 1.4 para activos de juego.",{"term":1139,"anchor":1140,"definition":1141},"Descompresión por GPU","gpu-decompression","Expandir datos comprimidos usando cómputo de GPU en lugar de realizar toda la descompresión en la CPU.",{"term":1143,"anchor":1144,"definition":1145},"Búfer de preparación","staging-buffer","Memoria temporal de GPU utilizada por DirectStorage para coordinar los flujos de datos comprimidos y descomprimidos.",{"term":1147,"anchor":1148,"definition":1149},"GACL","gacl","Game Asset Conditioning Library de Microsoft, que prepara activos para mejorar la eficiencia de compresión.",{"term":1151,"anchor":1152,"definition":1153},"Triángulo de coste de streaming de activos","asset-streaming-cost-triangle","Un modelo de Figure Rocks que separa el tamaño de almacenamiento, el tráfico de E\u002FS y el coste de descompresión en tiempo de ejecución.",{"term":1155,"anchor":1156,"definition":1157},"Prueba de afirmación de compresión","compression-claim-test","Una lista de verificación de Figure Rocks para interpretar afirmaciones de compresión comprobando el alcance de los activos, la línea base, la pérdida de calidad y el coste en tiempo de ejecución.","glossary",{},{"id":1161,"data":1162,"type":572,"tunes":1164},"ba9a367e9e",{"text":1163,"level":47},"Fuentes primarias",{},{"id":1166,"data":1167,"type":1173,"tunes":1174},"5b0ee9645d",{"link":1168,"meta":1169},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fdirectstorage-1-4-release-adds-support-for-zstandard\u002F",{"image":1170,"title":1171,"description":1172},{"url":13},"Microsoft DirectX — DirectStorage 1.4 añade Zstandard","Anuncio oficial de marzo de 2026 que cubre Zstd, descompresión por CPU\u002FGPU, GACL, planes de optimización de proveedores de GPU y la vista previa de DirectStorage 1.4.","linkTool",{},{"id":1176,"data":1177,"type":1173,"tunes":1183},"99d1c9ab00",{"link":1178,"meta":1179},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fdirectstorage-api-downloads\u002F",{"image":1180,"title":1181,"description":1182},{"url":13},"Microsoft DirectX — SDK y API de DirectStorage","Página de lanzamiento oficial que enumera las características de la vista previa de DirectStorage 1.4 y el estado del paquete.",{},{"id":1185,"data":1186,"type":1173,"tunes":1192},"c6911b09dc",{"link":1187,"meta":1188},"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FDirectStorage",{"image":1189,"title":1190,"description":1191},{"url":13},"Microsoft — DirectStorage GitHub","Repositorio oficial que contiene ejemplos, puntos de referencia de descompresión por GPU y guía de implementación de DirectStorage.",{},{"id":1194,"data":1195,"type":1173,"tunes":1201},"01eb196732",{"link":1196,"meta":1197},"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FDirectStorage\u002Fblob\u002Fmain\u002FDocs\u002FDeveloperGuidance.md",{"image":1198,"title":1199,"description":1200},{"url":13},"Microsoft — Guía para desarrolladores de DirectStorage","Guía oficial que explica el flujo de datos comprimidos, la descompresión por GPU, los búferes de preparación y las compensaciones de memoria.",{},{"id":1203,"data":1204,"type":1173,"tunes":1210},"77679e7133",{"link":1205,"meta":1206},"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FGame-Asset-Conditioning-Library\u002Fblob\u002Fmain\u002FREADME.md",{"image":1207,"title":1208,"description":1209},{"url":13},"Microsoft — Biblioteca de acondicionamiento de recursos de juego","Documentación oficial que cubre el acondicionamiento de texturas, Zstd, transformaciones de mezcla y técnicas de reducción de entropía.",{},"2.31","DirectStorage 1.4 añade compresión Zstandard, descompresión por GPU y una nueva Game Asset Conditioning Library, pero el SSD en sí sigue siendo solo una parte de la canalización de carga. Esta guía explica qué hacen realmente el SSD, DirectStorage, la CPU, la GPU y el motor del juego.","\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":1221,"de":1222,"sr":1223,"es":1224,"fr":1225,"it":1226,"ru":1227,"zh":1228},"\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",[1230,1234,1238,1242],{"id":1231,"name":1232,"slug":1233},330,"Correcciones de streaming e IO","streaming-and-io-fixes",{"id":1235,"name":1236,"slug":1237},65,"Tartamudeo de E\u002FS y almacenamiento","io-and-storage-stutter",{"id":1239,"name":1240,"slug":1241},237,"Streaming e IO","streaming-and-io",{"id":1243,"name":1244,"slug":1245},152,"VRAM y streaming","vram-and-streaming",{"id":283,"login":1247,"email":1248,"displayName":1249},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1251,1785],{"lang":8,"title":1252,"content":1253,"contentJson":1254,"excerpt":1784},"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":1255,"blocks":1256,"version":1783},1790405876557,[1257,1261,1266,1271,1275,1279,1299,1304,1308,1312,1316,1320,1324,1328,1332,1336,1340,1344,1348,1352,1374,1378,1382,1386,1390,1397,1401,1405,1409,1413,1417,1421,1440,1444,1448,1452,1456,1460,1464,1468,1472,1477,1481,1485,1489,1493,1497,1501,1505,1509,1513,1536,1540,1544,1548,1552,1557,1561,1565,1569,1573,1577,1600,1604,1608,1612,1616,1620,1624,1628,1632,1636,1640,1644,1648,1652,1656,1660,1664,1668,1672,1676,1680,1684,1688,1692,1696,1719,1723,1745,1749,1756,1763,1769,1776],{"id":541,"data":1258,"type":544,"tunes":1260},{"text":1259},"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":1262,"type":552,"tunes":1265},{"body":1263,"title":1264,"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":1267,"type":552,"tunes":1270},{"body":1268,"title":1269,"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":1272,"type":566,"tunes":1274},{"title":1273,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1276,"type":572,"tunes":1278},{"text":1277,"level":47},"The simplest way to understand the asset path",{},{"id":575,"data":1280,"type":595,"tunes":1298},{"steps":1281,"title":1297,"orientation":594},[1282,1285,1288,1291,1294],{"label":1283,"description":1284},"1. Game asset is stored compressed","Textures, geometry or other data are packaged in compressed form on the SSD.",{"label":1286,"description":1287},"2. SSD reads the compressed bytes","The NVMe drive moves those bytes quickly from storage into the system's I\u002FO path.",{"label":1289,"description":1290},"3. DirectStorage schedules the request","DirectStorage coordinates high-throughput reads and where the resulting data should go.",{"label":1292,"description":1293},"4. CPU or GPU decompresses","The compressed stream is expanded into the form needed by the game.",{"label":1295,"description":1296},"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":1300,"type":552,"tunes":1303},{"body":1301,"title":1302,"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":1305,"type":572,"tunes":1307},{"text":1306,"level":47},"Why compress game assets at all?",{},{"id":610,"data":1309,"type":544,"tunes":1311},{"text":1310},"Modern games contain enormous amounts of texture, geometry, audio and other data.",{},{"id":615,"data":1313,"type":544,"tunes":1315},{"text":1314},"Storing every asset uncompressed would increase installation size and force the storage device to read more bytes for the same content.",{},{"id":620,"data":1317,"type":544,"tunes":1319},{"text":1318},"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":1321,"type":572,"tunes":1323},{"text":1322,"level":47},"DirectStorage moves the bottleneck problem, it does not remove it",{},{"id":630,"data":1325,"type":544,"tunes":1327},{"text":1326},"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":1329,"type":544,"tunes":1331},{"text":1330},"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":1333,"type":544,"tunes":1335},{"text":1334},"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":1337,"type":572,"tunes":1339},{"text":1338,"level":47},"What DirectStorage 1.4 adds",{},{"id":650,"data":1341,"type":544,"tunes":1343},{"text":1342},"DirectStorage 1.4 adds Zstandard, usually written Zstd, as a supported compression format.",{},{"id":655,"data":1345,"type":544,"tunes":1347},{"text":1346},"Microsoft chose Zstd because it combines strong compression ratios, good decompression performance, broad software and hardware availability, and widespread adoption.",{},{"id":660,"data":1349,"type":544,"tunes":1351},{"text":1350},"The important change is that Zstd is integrated into DirectStorage's decompression framework with both CPU and GPU paths.",{},{"id":665,"data":1353,"type":693,"tunes":1373},{"rows":1354,"title":1367,"layout":685,"columns":1368},[1355,1358,1361,1364],{"id":669,"label":1356,"values":1357},"Where it runs",[13,13],{"id":673,"label":1359,"values":1360},"Potential advantage",[13,13],{"id":677,"label":1362,"values":1363},"Main cost",[13,13],{"id":681,"label":1365,"values":1366},"Best choice",[13,13],"CPU vs GPU decompression",[1369,1371],{"id":688,"label":1370},"CPU decompression",{"id":691,"label":1372},"GPU decompression",{},{"id":696,"data":1375,"type":572,"tunes":1377},{"text":1376,"level":47},"GPU decompression still costs GPU resources",{},{"id":701,"data":1379,"type":544,"tunes":1381},{"text":1380},"GPU decompression is not free.",{},{"id":706,"data":1383,"type":544,"tunes":1385},{"text":1384},"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":1387,"type":544,"tunes":1389},{"text":1388},"So GPU decompression creates another balancing problem: reduce CPU work without stealing too much GPU memory or compute from rendering.",{},{"id":716,"data":1391,"type":722,"tunes":1396},{"url":1392,"title":1393,"excerpt":1394,"ctaLabel":1395},"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":1398,"type":572,"tunes":1400},{"text":1399,"level":47},"Why Zstd matters compared with older DirectStorage compression",{},{"id":730,"data":1402,"type":544,"tunes":1404},{"text":1403},"DirectStorage already supported GDeflate, a compression format designed for parallel GPU decompression.",{},{"id":735,"data":1406,"type":544,"tunes":1408},{"text":1407},"Zstd adds a different option: a broadly used open compression standard with strong compression ratios and extensive tooling.",{},{"id":740,"data":1410,"type":544,"tunes":1412},{"text":1411},"Microsoft is also publishing an open-source GPU Zstd decompression compute shader as a baseline that GPU vendors can optimize further.",{},{"id":745,"data":1414,"type":544,"tunes":1416},{"text":1415},"The initial shader is optimized around chunks of 256 KB or smaller, which matches common streaming-oriented game packaging patterns.",{},{"id":750,"data":1418,"type":572,"tunes":1420},{"text":1419,"level":47},"The Asset Streaming Cost Triangle",{},{"id":755,"data":1422,"type":693,"tunes":1439},{"rows":1423,"title":1433,"layout":685,"columns":1434},[1424,1427,1430],{"id":759,"label":1425,"values":1426},"Installation size",[13,13],{"id":763,"label":1428,"values":1429},"Storage I\u002FO",[13,13],{"id":767,"label":1431,"values":1432},"Runtime CPU\u002FGPU work",[13,13],"Compression changes three different costs",[1435,1437],{"id":773,"label":1436},"What compression can reduce",{"id":677,"label":1438},"What it can increase",{},{"id":779,"data":1441,"type":572,"tunes":1443},{"text":1442,"level":47},"What the Game Asset Conditioning Library does",{},{"id":784,"data":1445,"type":544,"tunes":1447},{"text":1446},"Microsoft introduced the Game Asset Conditioning Library, or GACL, alongside DirectStorage 1.4.",{},{"id":789,"data":1449,"type":544,"tunes":1451},{"text":1450},"GACL does not replace Zstd. It prepares certain game assets so Zstd can compress them more effectively.",{},{"id":794,"data":1453,"type":544,"tunes":1455},{"text":1454},"Texture data is a major target because textures often make up a large share of modern game-package size.",{},{"id":799,"data":1457,"type":572,"tunes":1459},{"text":1458,"level":47},"What “conditioning” means in plain English",{},{"id":804,"data":1461,"type":544,"tunes":1463},{"text":1462},"Conditioning means rearranging or slightly modifying the data before compression so the compressor can find more useful patterns.",{},{"id":809,"data":1465,"type":544,"tunes":1467},{"text":1466},"For block-compressed textures, GACL can shuffle the byte layout before Zstd compression. DirectStorage reverses that transform after decompression.",{},{"id":814,"data":1469,"type":544,"tunes":1471},{"text":1470},"GACL also includes entropy-reduction techniques that can deliberately simplify some texture information to make it compress better.",{},{"id":819,"data":1473,"type":552,"tunes":1476},{"body":1474,"title":1475,"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":1478,"type":572,"tunes":1480},{"text":1479,"level":47},"Where machine learning enters GACL",{},{"id":831,"data":1482,"type":544,"tunes":1484},{"text":1483},"Microsoft's Component-Level Entropy Reduction, or CLER, uses machine learning as part of the process for reducing texture entropy.",{},{"id":836,"data":1486,"type":544,"tunes":1488},{"text":1487},"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":1490,"type":544,"tunes":1492},{"text":1491},"That makes GACL a content-pipeline optimization rather than an in-game generative AI system.",{},{"id":846,"data":1494,"type":572,"tunes":1496},{"text":1495,"level":47},"Up to 50% better compression does not mean every game becomes 50% smaller",{},{"id":851,"data":1498,"type":544,"tunes":1500},{"text":1499},"Microsoft says GACL can deliver up to a 50% improvement in Zstd compression ratios for suitable assets.",{},{"id":856,"data":1502,"type":544,"tunes":1504},{"text":1503},"That is not the same as saying an entire game installation shrinks by 50%.",{},{"id":861,"data":1506,"type":544,"tunes":1508},{"text":1507},"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":1510,"type":572,"tunes":1512},{"text":1511,"level":47},"The Compression Claim Test",{},{"id":871,"data":1514,"type":595,"tunes":1535},{"steps":1515,"title":1534,"orientation":594},[1516,1519,1522,1525,1528,1531],{"label":1517,"description":1518},"1. Ask what is being compressed","Textures only, all assets, or the complete installation?",{"label":1520,"description":1521},"2. Ask what the comparison baseline is","Uncompressed data, GDeflate, old Zstd settings or another packaged format?",{"label":1523,"description":1524},"3. Check whether the technique is lossless","A smaller result may include controlled quality loss.",{"label":1526,"description":1527},"4. Separate file size from load performance","Better compression reduces bytes read but decompression still costs time.",{"label":1529,"description":1530},"5. Check CPU\u002FGPU path","The same compressed data can behave differently depending on where decompression executes.",{"label":1532,"description":1533},"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":1537,"type":572,"tunes":1539},{"text":1538,"level":47},"Why replacing DirectStorage DLLs in a game does not enable Zstd",{},{"id":900,"data":1541,"type":544,"tunes":1543},{"text":1542},"This is an especially important misunderstanding.",{},{"id":905,"data":1545,"type":544,"tunes":1547},{"text":1546},"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":1549,"type":544,"tunes":1551},{"text":1550},"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":1553,"type":552,"tunes":1556},{"body":1554,"title":1555,"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":1558,"type":572,"tunes":1560},{"text":1559,"level":47},"Why faster SSDs do not remove decompression cost",{},{"id":926,"data":1562,"type":544,"tunes":1564},{"text":1563},"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":1566,"type":544,"tunes":1568},{"text":1567},"As storage becomes faster, the relative importance of decompression, asset preparation, GPU upload and engine-side processing becomes larger.",{},{"id":936,"data":1570,"type":544,"tunes":1572},{"text":1571},"That is exactly why DirectStorage has evolved beyond raw I\u002FO.",{},{"id":941,"data":1574,"type":572,"tunes":1576},{"text":1575,"level":47},"The Load-Time Pipeline Test",{},{"id":946,"data":1578,"type":595,"tunes":1599},{"steps":1579,"title":1598,"orientation":594},[1580,1583,1586,1589,1592,1595],{"label":1581,"description":1582},"1. Measure storage read time","How long does it take to deliver the compressed asset bytes?",{"label":1584,"description":1585},"2. Measure decompression","How much CPU or GPU time is spent expanding the data?",{"label":1587,"description":1588},"3. Measure queueing and staging","Are requests waiting because staging buffers or GPU queues are saturated?",{"label":1590,"description":1591},"4. Measure upload and resource creation","How long before the decompressed data becomes a usable GPU resource?",{"label":1593,"description":1594},"5. Measure engine-side work","Shaders, object creation, world setup and asset registration may still dominate loading.",{"label":1596,"description":1597},"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":1601,"type":572,"tunes":1603},{"text":1602,"level":47},"Why this matters for open-world streaming",{},{"id":975,"data":1605,"type":544,"tunes":1607},{"text":1606},"Open-world games continuously move asset data as the player crosses the map.",{},{"id":980,"data":1609,"type":544,"tunes":1611},{"text":1610},"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":1613,"type":544,"tunes":1615},{"text":1614},"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":1617,"type":544,"tunes":1619},{"text":1618},"But if the GPU itself is already saturated, moving decompression work there may need careful scheduling.",{},{"id":995,"data":1621,"type":572,"tunes":1623},{"text":1622,"level":47},"DirectStorage 1.4 also improves GPU scheduling visibility",{},{"id":1000,"data":1625,"type":544,"tunes":1627},{"text":1626},"DirectStorage 1.4 adds D3D12 CreatorID support for the internal command queues it manages.",{},{"id":1005,"data":1629,"type":544,"tunes":1631},{"text":1630},"The purpose is to help DirectStorage workloads participate more predictably in D3D12 queue grouping and GPU execution scheduling.",{},{"id":1010,"data":1633,"type":544,"tunes":1635},{"text":1634},"This matters because decompression is now competing for the same GPU ecosystem as rendering and other compute work.",{},{"id":1015,"data":1637,"type":572,"tunes":1639},{"text":1638,"level":47},"What GPU vendors are doing next",{},{"id":1020,"data":1641,"type":544,"tunes":1643},{"text":1642},"Microsoft says AMD, Intel, NVIDIA and Qualcomm are working on hardware- and driver-specific Zstd optimizations.",{},{"id":1025,"data":1645,"type":544,"tunes":1647},{"text":1646},"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":1649,"type":544,"tunes":1651},{"text":1650},"That means the public DirectStorage GPU shader is a baseline, not necessarily the final performance path for future hardware.",{},{"id":1035,"data":1653,"type":572,"tunes":1655},{"text":1654,"level":47},"What would change this answer?",{},{"id":1040,"data":1657,"type":544,"tunes":1659},{"text":1658},"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":1661,"type":544,"tunes":1663},{"text":1662},"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":1665,"type":572,"tunes":1667},{"text":1666,"level":47},"Limitations",{},{"id":1055,"data":1669,"type":544,"tunes":1671},{"text":1670},"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":1673,"type":544,"tunes":1675},{"text":1674},"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":1677,"type":572,"tunes":1679},{"text":1678,"level":47},"Conclusion",{},{"id":1070,"data":1681,"type":544,"tunes":1683},{"text":1682},"DirectStorage 1.4 is easier to understand once the jobs are separated.",{},{"id":1075,"data":1685,"type":544,"tunes":1687},{"text":1686},"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":1689,"type":544,"tunes":1691},{"text":1690},"A faster SSD is only one part of that chain.",{},{"id":1085,"data":1693,"type":572,"tunes":1695},{"text":1694,"level":47},"FAQ",{},{"id":1090,"data":1697,"type":1118,"tunes":1718},{"items":1698,"title":1717},[1699,1702,1705,1708,1711,1714],{"id":1094,"answer":1700,"question":1701},"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":1703,"question":1704},"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":1706,"question":1707},"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":1709,"question":1710},"No. It uses GPU compute, bandwidth and staging buffers, although it can reduce CPU load.","Is GPU decompression free?",{"id":1110,"answer":1712,"question":1713},"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":1715,"question":1716},"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":1720,"type":572,"tunes":1722},{"text":1721,"level":47},"Glossary",{},{"id":1126,"data":1724,"type":1158,"tunes":1744},{"title":1725,"entries":1726},"Key DirectStorage 1.4 terms",[1727,1729,1731,1733,1736,1738,1741],{"term":1131,"anchor":1132,"definition":1728},"Microsoft's DirectX-family API for high-throughput game-asset I\u002FO and decompression on Windows.",{"term":1135,"anchor":1136,"definition":1730},"An open compression format added to DirectStorage 1.4 for game assets.",{"term":1372,"anchor":1140,"definition":1732},"Expanding compressed data using GPU compute instead of doing all decompression on the CPU.",{"term":1734,"anchor":1144,"definition":1735},"Staging buffer","Temporary GPU memory used by DirectStorage to coordinate compressed and decompressed data flows.",{"term":1147,"anchor":1148,"definition":1737},"Microsoft's Game Asset Conditioning Library, which prepares assets to improve compression efficiency.",{"term":1739,"anchor":1152,"definition":1740},"Asset Streaming Cost Triangle","A Figure Rocks model separating storage size, I\u002FO traffic and runtime decompression cost.",{"term":1742,"anchor":1156,"definition":1743},"Compression Claim Test","A Figure Rocks checklist for interpreting compression claims by checking the asset scope, baseline, quality loss and runtime cost.",{},{"id":1161,"data":1746,"type":572,"tunes":1748},{"text":1747,"level":47},"Primary sources",{},{"id":1166,"data":1750,"type":1173,"tunes":1755},{"link":1168,"meta":1751},{"image":1752,"title":1753,"description":1754},{"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":1176,"data":1757,"type":1173,"tunes":1762},{"link":1178,"meta":1758},{"image":1759,"title":1760,"description":1761},{"url":13},"Microsoft DirectX — DirectStorage SDK & API","Official release page listing DirectStorage 1.4 preview features and package status.",{},{"id":1185,"data":1764,"type":1173,"tunes":1768},{"link":1187,"meta":1765},{"image":1766,"title":1190,"description":1767},{"url":13},"Official repository containing samples, GPU decompression benchmarks and DirectStorage implementation guidance.",{},{"id":1194,"data":1770,"type":1173,"tunes":1775},{"link":1196,"meta":1771},{"image":1772,"title":1773,"description":1774},{"url":13},"Microsoft — DirectStorage Developer Guidance","Official guidance explaining compressed-data flow, GPU decompression, staging buffers and memory trade-offs.",{},{"id":1203,"data":1777,"type":1173,"tunes":1782},{"link":1205,"meta":1778},{"image":1779,"title":1780,"description":1781},{"url":13},"Microsoft — Game Asset Conditioning Library","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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