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Le disque de stockage déplace les données compressées. Le CPU ou le GPU effectue toujours le travail de décompression.\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\">Réponse directe\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Votre SSD lit les données de jeu compressées. Il ne décompresse normalement pas ces données lui-même.\u003C\u002Fstrong> DirectStorage coordonne le chemin du stockage à la mémoire, tandis que le CPU ou le GPU peut gérer la décompression. DirectStorage 1.4 ajoute Zstandard comme nouvelle option de codec et permet aux développeurs de choisir la décompression CPU ou 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\">Statut actuel\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">DirectStorage 1.4 est actuellement une \u003Cstrong>préversion publique\u003C\u002Fstrong>. Sa prise en charge de Zstandard et la Game Asset Conditioning Library sont des technologies de développeur qui doivent être intégrées dans le pipeline de build et d&#39;exécution d&#39;un jeu. Remplacer les fichiers DLL dans un jeu existant n&#39;active pas magiquement les nouvelles fonctionnalités.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sommaire\">\u003Cstrong class=\"editorjs-toc__title\">Sommaire\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 façon la plus simple de comprendre le chemin des ressources\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-8\" class=\"editorjs-toc__link\">Pourquoi compresser les ressources de jeu du tout ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">DirectStorage déplace le problème du goulot d&#39;étranglement, il ne l&#39;élimine pas\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">Ce que DirectStorage 1.4 ajoute\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-21\" class=\"editorjs-toc__link\">La décompression GPU coûte encore des ressources GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-26\" class=\"editorjs-toc__link\">Pourquoi Zstd est important par rapport à l&#39;ancienne compression DirectStorage\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-31\" class=\"editorjs-toc__link\">Le triangle des coûts du streaming d&#39;actifs\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Ce que fait la Game Asset Conditioning Library\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-37\" class=\"editorjs-toc__link\">Ce que signifie « conditionnement » en langage simple\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Où l&#39;apprentissage automatique entre en jeu dans GACL\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-46\" class=\"editorjs-toc__link\">Une compression jusqu&#39;à 50 % meilleure ne signifie pas que chaque jeu devient 50 % plus petit\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Le test de l&#39;affirmation sur la compression\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-52\" class=\"editorjs-toc__link\">Pourquoi remplacer les DLL DirectStorage dans un jeu n&#39;active pas Zstd\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-57\" class=\"editorjs-toc__link\">Pourquoi des SSD plus rapides n&#39;éliminent pas le coût de décompression\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">Le test du pipeline au temps de chargement\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-63\" class=\"editorjs-toc__link\">Pourquoi cela importe pour le streaming en monde ouvert\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-68\" class=\"editorjs-toc__link\">DirectStorage 1.4 améliore aussi la visibilité de l&#39;ordonnancement GPU\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-72\" class=\"editorjs-toc__link\">Ce que les fabricants de GPU préparent ensuite\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-76\" class=\"editorjs-toc__link\">Qu&#39;est-ce qui pourrait changer cette réponse ?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-79\" class=\"editorjs-toc__link\">Limites\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-82\" class=\"editorjs-toc__link\">Conclusion\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-86\" class=\"editorjs-toc__link\">FAQ\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-88\" class=\"editorjs-toc__link\">Glossaire\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-90\" class=\"editorjs-toc__link\">Sources primaires\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">La façon la plus simple de comprendre le chemin des ressources\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Ce qui se passe lorsqu'un jeu charge des ressources compressées\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. La ressource de jeu est stockée compressée\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les textures, la géométrie ou d'autres données sont empaquetées sous forme compressée sur le 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. Le SSD lit les octets compressés\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le disque NVMe déplace rapidement ces octets du stockage vers le chemin d'E\u002FS du système.\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 planifie la requête\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">DirectStorage coordonne les lectures à haut débit et l'endroit où les données résultantes doivent aller.\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. Le CPU ou le GPU décompresse\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le flux compressé est développé sous la forme nécessaire au jeu.\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. La ressource devient utilisable\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">La texture, le tampon ou une autre ressource décompressée peut alors être consommé par le moteur de rendu ou les systèmes de jeu.\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\">Le modèle mental\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>SSD = déplace les données compressées.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>DirectStorage = coordonne le transfert.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>CPU\u002FGPU = décompresse.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Moteur de jeu = utilise le résultat.\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-8\">Pourquoi compresser les ressources de jeu du tout ?\u003C\u002Fh2>\n\u003Cp>Les jeux modernes contiennent d'énormes quantités de textures, de géométrie, d'audio et d'autres données.\u003C\u002Fp>\n\u003Cp>Stocker chaque ressource non compressée augmenterait la taille d'installation et forcerait le périphérique de stockage à lire plus d'octets pour le même contenu.\u003C\u002Fp>\n\u003Cp>La compression réduit la quantité de données à stocker et à transférer. Le compromis est que les données doivent être décompressées avant que le jeu puisse les utiliser.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">DirectStorage déplace le problème du goulot d'étranglement, il ne l'élimine pas\u003C\u002Fh2>\n\u003Cp>Un disque NVMe rapide peut fournir des données compressées bien plus rapidement que les anciens pipelines de stockage, mais des lectures plus rapides n'aident que si le reste du chemin peut suivre.\u003C\u002Fp>\n\u003Cp>Si le CPU doit décompresser des milliers de petits morceaux de ressources tout en exécutant la logique de jeu, la physique et la soumission de draw, la décompression elle-même peut devenir coûteuse.\u003C\u002Fp>\n\u003Cp>C'est pourquoi DirectStorage prend en charge la décompression GPU : une partie du travail peut être déplacée du CPU vers le calcul GPU massivement parallèle.\u003C\u002Fp>\n\u003Ch2 id=\"section-16\">Ce que DirectStorage 1.4 ajoute\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 ajoute Zstandard, généralement écrit Zstd, comme format de compression pris en charge.\u003C\u002Fp>\n\u003Cp>Microsoft a choisi Zstd parce qu'il combine de forts taux de compression, de bonnes performances de décompression, une large disponibilité logicielle et matérielle, et une adoption répandue.\u003C\u002Fp>\n\u003Cp>Le changement important est que Zstd est intégré au cadre de décompression de DirectStorage avec des chemins CPU et GPU.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Décompression 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\">Décompression 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\">Décompression 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\">Où cela s&#39;exécute\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\">Avantage potentiel\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\">Coût 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\">Meilleur choix\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 décompression GPU coûte encore des ressources GPU\u003C\u002Fh2>\n\u003Cp>La décompression GPU n'est pas gratuite.\u003C\u002Fp>\n\u003Cp>DirectStorage utilise des tampons de transit dans la VRAM pour coordonner l'entrée compressée et la sortie décompressée. Microsoft avertit qu'un tampon de transit surdimensionné peut prendre de la mémoire au rendu, tandis qu'un tampon trop petit peut réduire le débit car les requêtes doivent attendre.\u003C\u002Fp>\n\u003Cp>Ainsi, la décompression GPU crée un autre problème d'équilibre : réduire le travail CPU sans voler trop de mémoire GPU ou de calcul au rendu.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Ffr\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\">L'utilisation de la VRAM n'est pas une exigence de VRAM : pourquoi un compteur de mémoire plein ne raconte pas toute l'histoire\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Pourquoi la capacité de VRAM, les budgets de résidence et les ensembles de travail importent plus qu'un seul chiffre d'utilisation de la mémoire.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Lire le guide VRAM →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-26\">Pourquoi Zstd est important par rapport à l'ancienne compression DirectStorage\u003C\u002Fh2>\n\u003Cp>DirectStorage prenait déjà en charge GDeflate, un format de compression conçu pour la décompression GPU parallèle.\u003C\u002Fp>\n\u003Cp>Zstd ajoute une option différente : un standard de compression ouvert largement utilisé avec de forts taux de compression et un outillage étendu.\u003C\u002Fp>\n\u003Cp>Microsoft publie également un shader de calcul de décompression Zstd GPU open source comme base que les fournisseurs de GPU peuvent optimiser davantage.\u003C\u002Fp>\n\u003Cp>Le shader initial est optimisé autour de blocs de 256 Ko ou moins, ce qui correspond aux modèles courants de packaging de jeux orientés streaming.\u003C\u002Fp>\n\u003Ch2 id=\"section-31\">Le triangle des coûts du streaming d'actifs\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">La compression modifie trois coûts différents\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\">Ce que la compression peut réduire\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\">Ce qu&#39;elle peut augmenter\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\">Taille d&#39;installation\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 stockage\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\">Travail CPU\u002FGPU à l&#39;exécution\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\">Ce que fait la Game Asset Conditioning Library\u003C\u002Fh2>\n\u003Cp>Microsoft a introduit la Game Asset Conditioning Library, ou GACL, aux côtés de DirectStorage 1.4.\u003C\u002Fp>\n\u003Cp>GACL ne remplace pas Zstd. Elle prépare certains actifs de jeu afin que Zstd puisse les compresser plus efficacement.\u003C\u002Fp>\n\u003Cp>Les données de texture sont une cible majeure car les textures représentent souvent une grande part de la taille des packages de jeux modernes.\u003C\u002Fp>\n\u003Ch2 id=\"section-37\">Ce que signifie « conditionnement » en langage simple\u003C\u002Fh2>\n\u003Cp>Le conditionnement consiste à réorganiser ou à modifier légèrement les données avant la compression afin que le compresseur puisse trouver des motifs plus utiles.\u003C\u002Fp>\n\u003Cp>Pour les textures compressées par blocs, GACL peut réorganiser la disposition des octets avant la compression Zstd. DirectStorage inverse cette transformation après la décompression.\u003C\u002Fp>\n\u003Cp>GACL inclut également des techniques de réduction d'entropie qui peuvent délibérément simplifier certaines informations de texture pour améliorer leur compression.\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\">Tous les modes de conditionnement ne sont pas sans perte\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">GACL inclut à la fois des \u003Cstrong>transformations sans perte\u003C\u002Fstrong> et une \u003Cstrong>optimisation de texture avec perte\u003C\u002Fstrong>. Une meilleure compression peut parfois résulter de l&#39;acceptation d&#39;une quantité contrôlée d&#39;erreur visuelle.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-42\">Où l'apprentissage automatique entre en jeu dans GACL\u003C\u002Fh2>\n\u003Cp>La réduction d'entropie au niveau des composants de Microsoft, ou CLER, utilise l'apprentissage automatique dans le cadre du processus de réduction de l'entropie des textures.\u003C\u002Fp>\n\u003Cp>L'objectif n'est pas de générer des textures au moment de l'exécution. Le travail d'apprentissage automatique fait partie de la préparation des données de texture afin que la représentation compressée finale puisse devenir plus petite tout en conservant une qualité visuelle acceptable.\u003C\u002Fp>\n\u003Cp>Cela fait de GACL une optimisation du pipeline de contenu plutôt qu'un système d'IA générative en jeu.\u003C\u002Fp>\n\u003Ch2 id=\"section-46\">Une compression jusqu'à 50 % meilleure ne signifie pas que chaque jeu devient 50 % plus petit\u003C\u002Fh2>\n\u003Cp>Microsoft affirme que GACL peut offrir jusqu'à une amélioration de 50 % des taux de compression Zstd pour les ressources appropriées.\u003C\u002Fp>\n\u003Cp>Cela ne revient pas à dire qu'une installation de jeu complète diminue de 50 %.\u003C\u002Fp>\n\u003Cp>L'impact réel dépend des ressources qui sont conditionnées, de leur compressibilité, de la proportion du jeu qu'elles représentent et de l'acceptabilité des techniques avec perte.\u003C\u002Fp>\n\u003Ch2 id=\"section-50\">Le test de l'affirmation sur la compression\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Comment lire correctement une affirmation sur la compression de jeu\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. Demandez ce qui est compressé\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Uniquement les textures, toutes les ressources ou l'installation complète ?\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. Demandez quelle est la base de comparaison\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Données non compressées, GDeflate, anciens réglages Zstd ou un autre format empaqueté ?\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. Vérifiez si la technique est sans perte\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un résultat plus petit peut inclure une perte de qualité contrôlée.\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. Séparez la taille du fichier des performances de chargement\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Une meilleure compression réduit les octets lus, mais la décompression coûte toujours du temps.\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. Vérifiez le chemin CPU\u002FGPU\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les mêmes données compressées peuvent se comporter différemment selon l'endroit où la décompression s'exécute.\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. Mesurez le pipeline complet\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Le débit de stockage, le temps de décompression, l'utilisation de la mémoire de transit et la disponibilité finale des ressources comptent tous.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-52\">Pourquoi remplacer les DLL DirectStorage dans un jeu n'active pas Zstd\u003C\u002Fh2>\n\u003Cp>Il s'agit d'un malentendu particulièrement important.\u003C\u002Fp>\n\u003Cp>Microsoft a explicitement répondu à cela après l'annonce de DirectStorage 1.4 : remplacer les fichiers DLL DirectStorage dans un jeu existant n'active pas les nouvelles fonctionnalités en aperçu.\u003C\u002Fp>\n\u003Cp>Les ressources du jeu doivent être créées et compressées avec Zstd pendant le processus de build, le conditionnement GACL optionnel doit avoir lieu avant la livraison, et le jeu lui-même doit appeler les API DirectStorage appropriées.\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\">Une DLL d&#39;exécution ne peut pas réécrire le pipeline de ressources du jeu\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Les fichiers sur le disque, leur format de compression et l&#39;intégration au moteur doivent déjà être conçus pour DirectStorage 1.4.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-57\">Pourquoi des SSD plus rapides n'éliminent pas le coût de décompression\u003C\u002Fh2>\n\u003Cp>Un SSD extrêmement rapide peut réduire le temps nécessaire pour lire les octets compressés, mais il n'élimine pas le temps requis pour transformer ces octets en ressources utilisables.\u003C\u002Fp>\n\u003Cp>À mesure que le stockage devient plus rapide, l'importance relative de la décompression, de la préparation des ressources, du transfert vers le GPU et du traitement côté moteur devient plus grande.\u003C\u002Fp>\n\u003Cp>C'est exactement pourquoi DirectStorage a évolué au-delà des E\u002FS brutes.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">Le test du pipeline au temps de chargement\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Comment diagnostiquer si le stockage est vraiment le goulot d'étranglement\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. Mesurer le temps de lecture du stockage\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Combien de temps faut-il pour fournir les octets de ressources compressées ?\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. Mesurer la décompression\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Combien de temps CPU ou GPU est consacré à l'expansion des données ?\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. Mesurer la mise en file d'attente et la préparation\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les requêtes attendent-elles parce que les tampons de préparation ou les files d'attente GPU sont saturés ?\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. Mesurer le transfert et la création de ressources\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Combien de temps avant que les données décompressées deviennent une ressource GPU utilisable ?\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. Mesurer le travail côté moteur\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Les shaders, la création d'objets, la configuration du monde et l'enregistrement des ressources peuvent encore dominer le chargement.\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. Corriger l'étape la plus lente\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Un SSD plus rapide n'aide que lorsque les E\u002FS de stockage sont réellement la partie limitante.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-63\">Pourquoi cela importe pour le streaming en monde ouvert\u003C\u002Fh2>\n\u003Cp>Les jeux en monde ouvert déplacent continuellement les données de ressources à mesure que le joueur traverse la carte.\u003C\u002Fp>\n\u003Cp>Cela signifie que le streaming de ressources ne consiste pas seulement à réduire un écran de chargement. Le pipeline doit fournir, décompresser et préparer les données pendant que le jeu continue.\u003C\u002Fp>\n\u003Cp>Un codec avec un fort taux de compression peut réduire le nombre d'octets extraits du stockage, tandis qu'une décompression GPU rapide peut aider à garder du temps CPU disponible pour la simulation.\u003C\u002Fp>\n\u003Cp>Mais si le GPU lui-même est déjà saturé, déplacer le travail de décompression vers celui-ci peut nécessiter une planification minutieuse.\u003C\u002Fp>\n\u003Ch2 id=\"section-68\">DirectStorage 1.4 améliore aussi la visibilité de l'ordonnancement GPU\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 ajoute la prise en charge de D3D12 CreatorID pour les files d'attente de commandes internes qu'il gère.\u003C\u002Fp>\n\u003Cp>L'objectif est d'aider les charges de travail DirectStorage à participer de manière plus prévisible au regroupement de files d'attente D3D12 et à l'ordonnancement d'exécution GPU.\u003C\u002Fp>\n\u003Cp>Cela importe car la décompression est désormais en concurrence pour le même écosystème GPU que le rendu et d'autres travaux de calcul.\u003C\u002Fp>\n\u003Ch2 id=\"section-72\">Ce que les fabricants de GPU préparent ensuite\u003C\u002Fh2>\n\u003Cp>Microsoft affirme qu'AMD, Intel, NVIDIA et Qualcomm travaillent sur des optimisations Zstd spécifiques au matériel et aux pilotes.\u003C\u002Fp>\n\u003Cp>AMD et NVIDIA ont publiquement indiqué qu'une prise en charge optimisée était prévue pour le second semestre 2026, tandis qu'Intel et Qualcomm ont également décrit des travaux en cours sur leurs plateformes.\u003C\u002Fp>\n\u003Cp>Cela signifie que le shader GPU public de DirectStorage constitue une base de référence, et non nécessairement la voie de performance finale pour le matériel futur.\u003C\u002Fp>\n\u003Ch2 id=\"section-76\">Qu'est-ce qui pourrait changer cette réponse ?\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 est encore en aperçu public. L'API finale, les performances du shader Zstd, la prise en charge de GACL et les chemins de pilotes optimisés par les fournisseurs peuvent tous évoluer.\u003C\u002Fp>\n\u003Cp>Si les futurs dispositifs de stockage ajoutent une décompression matérielle standardisée intégrée au pipeline d'actifs du PC, la séparation nette entre « lectures SSD » et « décompressions CPU\u002FGPU » pourrait devenir moins absolue. Ce n'est pas le modèle normal de DirectStorage 1.4 aujourd'hui.\u003C\u002Fp>\n\u003Ch2 id=\"section-79\">Limites\u003C\u002Fh2>\n\u003Cp>Cet article explique l'architecture actuelle de l'aperçu public DirectStorage 1.4 de Microsoft. Il ne prétend pas que chaque jeu utilisant DirectStorage utilisera Zstd, la décompression GPU ou GACL.\u003C\u002Fp>\n\u003Cp>Les déclarations de Microsoft sur les taux de compression et les performances sont des affirmations technologiques du fournisseur de la plateforme. Les résultats réels des jeux dépendent de la composition des actifs, des paramètres de compression, du matériel, des pilotes et de l'intégration du moteur.\u003C\u002Fp>\n\u003Ch2 id=\"section-82\">Conclusion\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 est plus facile à comprendre une fois les tâches séparées.\u003C\u002Fp>\n\u003Cp>Le SSD déplace les octets compressés. DirectStorage planifie le transfert. Zstd définit comment les données sont compressées. Le CPU ou le GPU les décompresse. GACL peut préparer certains actifs afin que Zstd les compresse plus efficacement. Le moteur de jeu consomme ensuite l'actif finalisé.\u003C\u002Fp>\n\u003Cp>Un SSD plus rapide n'est qu'une partie de cette chaîne.\u003C\u002Fp>\n\u003Ch2 id=\"section-86\">FAQ\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">DirectStorage 1.4 et Zstd en termes simples\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 fait-il décompresser les actifs de jeu par le SSD ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. Le SSD lit les données compressées. DirectStorage coordonne les E\u002FS, tandis que le CPU ou le GPU effectue la décompression.\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\">Quoi de neuf dans DirectStorage 1.4 ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">L&#39;aperçu public ajoute la compression Zstandard, la prise en charge de la décompression CPU\u002FGPU, l&#39;intégration de la Game Asset Conditioning Library et une identification améliorée des files d&#39;attente 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\">Puis-je remplacer la DLL DirectStorage d&#39;un jeu pour activer Zstd ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. Microsoft indique que les actifs doivent être construits avec Zstd\u002FGACL et que le jeu doit explicitement utiliser les nouvelles 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 décompression GPU est-elle gratuite ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. Elle utilise le calcul GPU, la bande passante et des tampons de staging, bien qu&#39;elle puisse réduire la charge 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\">Que fait GACL ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Il conditionne les actifs de jeu, en particulier les textures, afin que Zstd puisse les compresser plus efficacement. Certaines méthodes sont sans perte et d&#39;autres avec perte.\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\">Une compression jusqu&#39;à 50 % meilleure signifie-t-elle qu&#39;un jeu devient 50 % plus petit ?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Non. Le chiffre s&#39;applique aux actifs conditionnés appropriés, pas automatiquement à l&#39;ensemble de l&#39;installation du jeu.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-88\">Glossaire\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\">Termes clés 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 famille DirectX de Microsoft pour les E\u002FS et la décompression à haut débit des actifs de jeu sous 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 format de compression ouvert ajouté à DirectStorage 1.4 pour les actifs de jeu.\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\">Décompression GPU\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Étendre les données compressées à l'aide du calcul GPU au lieu d'effectuer toute la décompression sur le 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\">Tampon de staging\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Mémoire GPU temporaire utilisée par DirectStorage pour coordonner les flux de données compressées et décompressées.\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\">La Game Asset Conditioning Library de Microsoft, qui prépare les actifs pour améliorer l'efficacité de la compression.\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\">Triangle du coût de streaming des actifs\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Un modèle Figure Rocks séparant la taille de stockage, le trafic d'E\u002FS et le coût de décompression à l'exécution.\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\">Test des affirmations de compression\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Une liste de contrôle Figure Rocks pour interpréter les affirmations de compression en vérifiant la portée des actifs, la base de référence, la perte de qualité et le coût à l'exécution.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-90\">Sources primaires\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 ajoute Zstandard\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Annonce officielle de mars 2026 couvrant Zstd, la décompression CPU\u002FGPU, GACL, les plans d&#39;optimisation des fournisseurs de GPU et l&#39;aperçu 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 et API DirectStorage\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Page de publication officielle listant les fonctionnalités de l&#39;aperçu de DirectStorage 1.4 et l&#39;état du package.\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\">Dépôt officiel contenant des exemples, des benchmarks de décompression GPU et des conseils d&#39;implémentation 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 — Guide du développeur DirectStorage\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Guide officiel expliquant le flux de données compressées, la décompression GPU, les tampons de staging et les compromis de mémoire.\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 — Bibliothèque de conditionnement d&#39;actifs de jeu\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Documentation officielle couvrant le conditionnement de textures, Zstd, les transformations de shuffle et les techniques de réduction d&#39;entropie.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1210},1790406106826,[540,546,554,561,568,574,597,604,609,614,619,624,629,634,639,644,649,654,659,664,695,700,705,710,715,724,729,734,739,744,749,754,778,783,788,793,798,803,808,813,818,825,830,835,840,845,850,855,860,865,870,894,899,904,909,914,920,925,930,935,940,945,969,974,979,984,989,994,999,1004,1009,1014,1019,1024,1029,1034,1039,1044,1049,1054,1059,1064,1069,1074,1079,1084,1089,1120,1125,1159,1164,1174,1183,1192,1201],{"id":541,"data":542,"type":544,"tunes":545},"7b461210c1",{"text":543},"DirectStorage 1.4 ajoute la compression Zstandard et la prise en charge de la décompression GPU pour les ressources de jeu, mais cela ne signifie pas que votre SSD décompresse soudainement les textures et les modèles tout seul. Le disque de stockage déplace les données compressées. Le CPU ou le GPU effectue toujours le travail de décompression.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"2f0f63271c",{"body":549,"title":550,"variant":551},"\u003Cstrong>Votre SSD lit les données de jeu compressées. Il ne décompresse normalement pas ces données lui-même.\u003C\u002Fstrong> DirectStorage coordonne le chemin du stockage à la mémoire, tandis que le CPU ou le GPU peut gérer la décompression. DirectStorage 1.4 ajoute Zstandard comme nouvelle option de codec et permet aux développeurs de choisir la décompression CPU ou GPU.","Réponse directe","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"48a120727f",{"body":557,"title":558,"variant":559},"DirectStorage 1.4 est actuellement une \u003Cstrong>préversion publique\u003C\u002Fstrong>. Sa prise en charge de Zstandard et la Game Asset Conditioning Library sont des technologies de développeur qui doivent être intégrées dans le pipeline de build et d'exécution d'un jeu. Remplacer les fichiers DLL dans un jeu existant n'active pas magiquement les nouvelles fonctionnalités.","Statut actuel","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2954eec7f8",{"title":564,"maxLevel":565,"minLevel":47},"Sommaire",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"980168054a",{"text":571,"level":47},"La façon la plus simple de comprendre le chemin des ressources","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. La ressource de jeu est stockée compressée","Les textures, la géométrie ou d'autres données sont empaquetées sous forme compressée sur le SSD.",{"label":582,"description":583},"2. Le SSD lit les octets compressés","Le disque NVMe déplace rapidement ces octets du stockage vers le chemin d'E\u002FS du système.",{"label":585,"description":586},"3. DirectStorage planifie la requête","DirectStorage coordonne les lectures à haut débit et l'endroit où les données résultantes doivent aller.",{"label":588,"description":589},"4. Le CPU ou le GPU décompresse","Le flux compressé est développé sous la forme nécessaire au jeu.",{"label":591,"description":592},"5. La ressource devient utilisable","La texture, le tampon ou une autre ressource décompressée peut alors être consommé par le moteur de rendu ou les systèmes de jeu.","Ce qui se passe lorsqu'un jeu charge des ressources compressées","auto","processFlow",{},{"id":598,"data":599,"type":552,"tunes":603},"d375ebe60b",{"body":600,"title":601,"variant":602},"\u003Cstrong>SSD = déplace les données compressées.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>DirectStorage = coordonne le transfert.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>CPU\u002FGPU = décompresse.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Moteur de jeu = utilise le résultat.\u003C\u002Fstrong>","Le modèle mental","success",{},{"id":605,"data":606,"type":572,"tunes":608},"dbcc92fffe",{"text":607,"level":47},"Pourquoi compresser les ressources de jeu du tout ?",{},{"id":610,"data":611,"type":544,"tunes":613},"fa9fc5a6fc",{"text":612},"Les jeux modernes contiennent d'énormes quantités de textures, de géométrie, d'audio et d'autres données.",{},{"id":615,"data":616,"type":544,"tunes":618},"375587179a",{"text":617},"Stocker chaque ressource non compressée augmenterait la taille d'installation et forcerait le périphérique de stockage à lire plus d'octets pour le même contenu.",{},{"id":620,"data":621,"type":544,"tunes":623},"6f00b8cbff",{"text":622},"La compression réduit la quantité de données à stocker et à transférer. Le compromis est que les données doivent être décompressées avant que le jeu puisse les utiliser.",{},{"id":625,"data":626,"type":572,"tunes":628},"1c00bf96d8",{"text":627,"level":47},"DirectStorage déplace le problème du goulot d'étranglement, il ne l'élimine pas",{},{"id":630,"data":631,"type":544,"tunes":633},"2fd37b24a2",{"text":632},"Un disque NVMe rapide peut fournir des données compressées bien plus rapidement que les anciens pipelines de stockage, mais des lectures plus rapides n'aident que si le reste du chemin peut suivre.",{},{"id":635,"data":636,"type":544,"tunes":638},"d68045b6ad",{"text":637},"Si le CPU doit décompresser des milliers de petits morceaux de ressources tout en exécutant la logique de jeu, la physique et la soumission de draw, la décompression elle-même peut devenir coûteuse.",{},{"id":640,"data":641,"type":544,"tunes":643},"a16eb295ca",{"text":642},"C'est pourquoi DirectStorage prend en charge la décompression GPU : une partie du travail peut être déplacée du CPU vers le calcul GPU massivement parallèle.",{},{"id":645,"data":646,"type":572,"tunes":648},"b4937d330d",{"text":647,"level":47},"Ce que DirectStorage 1.4 ajoute",{},{"id":650,"data":651,"type":544,"tunes":653},"15fbbac723",{"text":652},"DirectStorage 1.4 ajoute Zstandard, généralement écrit Zstd, comme format de compression pris en charge.",{},{"id":655,"data":656,"type":544,"tunes":658},"9c19185ae4",{"text":657},"Microsoft a choisi Zstd parce qu'il combine de forts taux de compression, de bonnes performances de décompression, une large disponibilité logicielle et matérielle, et une adoption répandue.",{},{"id":660,"data":661,"type":544,"tunes":663},"431523b335",{"text":662},"Le changement important est que Zstd est intégré au cadre de décompression de DirectStorage avec des chemins CPU et 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","Où cela s'exécute",[13,13],{"id":673,"label":674,"values":675},"advantage","Avantage potentiel",[13,13],{"id":677,"label":678,"values":679},"cost","Coût principal",[13,13],{"id":681,"label":682,"values":683},"best","Meilleur choix",[13,13],"Décompression CPU vs GPU","table",[687,690],{"id":688,"label":689},"cpu","Décompression CPU",{"id":691,"label":692},"gpu","Décompression GPU","comparison",{},{"id":696,"data":697,"type":572,"tunes":699},"c6262b2b30",{"text":698,"level":47},"La décompression GPU coûte encore des ressources GPU",{},{"id":701,"data":702,"type":544,"tunes":704},"b4cde1abf8",{"text":703},"La décompression GPU n'est pas gratuite.",{},{"id":706,"data":707,"type":544,"tunes":709},"9a58b4b286",{"text":708},"DirectStorage utilise des tampons de transit dans la VRAM pour coordonner l'entrée compressée et la sortie décompressée. Microsoft avertit qu'un tampon de transit surdimensionné peut prendre de la mémoire au rendu, tandis qu'un tampon trop petit peut réduire le débit car les requêtes doivent attendre.",{},{"id":711,"data":712,"type":544,"tunes":714},"4a44c060ae",{"text":713},"Ainsi, la décompression GPU crée un autre problème d'équilibre : réduire le travail CPU sans voler trop de mémoire GPU ou de calcul au rendu.",{},{"id":716,"data":717,"type":722,"tunes":723},"3f3babfc82",{"url":718,"title":719,"excerpt":720,"ctaLabel":721},"https:\u002F\u002Ffigure.rocks\u002Ffr\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","L'utilisation de la VRAM n'est pas une exigence de VRAM : pourquoi un compteur de mémoire plein ne raconte pas toute l'histoire","Pourquoi la capacité de VRAM, les budgets de résidence et les ensembles de travail importent plus qu'un seul chiffre d'utilisation de la mémoire.","Lire le guide VRAM","referralArticle",{},{"id":725,"data":726,"type":572,"tunes":728},"a942fbe973",{"text":727,"level":47},"Pourquoi Zstd est important par rapport à l'ancienne compression DirectStorage",{},{"id":730,"data":731,"type":544,"tunes":733},"ef8a3b3ba5",{"text":732},"DirectStorage prenait déjà en charge GDeflate, un format de compression conçu pour la décompression GPU parallèle.",{},{"id":735,"data":736,"type":544,"tunes":738},"84da708009",{"text":737},"Zstd ajoute une option différente : un standard de compression ouvert largement utilisé avec de forts taux de compression et un outillage étendu.",{},{"id":740,"data":741,"type":544,"tunes":743},"e402caab8b",{"text":742},"Microsoft publie également un shader de calcul de décompression Zstd GPU open source comme base que les fournisseurs de GPU peuvent optimiser davantage.",{},{"id":745,"data":746,"type":544,"tunes":748},"6ff4e34bf6",{"text":747},"Le shader initial est optimisé autour de blocs de 256 Ko ou moins, ce qui correspond aux modèles courants de packaging de jeux orientés streaming.",{},{"id":750,"data":751,"type":572,"tunes":753},"4328a25e36",{"text":752,"level":47},"Le triangle des coûts du streaming d'actifs",{},{"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","Taille d'installation",[13,13],{"id":763,"label":764,"values":765},"io","E\u002FS de stockage",[13,13],{"id":767,"label":768,"values":769},"runtime","Travail CPU\u002FGPU à l'exécution",[13,13],"La compression modifie trois coûts différents",[772,775],{"id":773,"label":774},"benefit","Ce que la compression peut réduire",{"id":677,"label":776},"Ce qu'elle peut augmenter",{},{"id":779,"data":780,"type":572,"tunes":782},"5d30690c89",{"text":781,"level":47},"Ce que fait la Game Asset Conditioning Library",{},{"id":784,"data":785,"type":544,"tunes":787},"25b7db1be9",{"text":786},"Microsoft a introduit la Game Asset Conditioning Library, ou GACL, aux côtés de DirectStorage 1.4.",{},{"id":789,"data":790,"type":544,"tunes":792},"c68144d961",{"text":791},"GACL ne remplace pas Zstd. Elle prépare certains actifs de jeu afin que Zstd puisse les compresser plus efficacement.",{},{"id":794,"data":795,"type":544,"tunes":797},"4a4b7bfc11",{"text":796},"Les données de texture sont une cible majeure car les textures représentent souvent une grande part de la taille des packages de jeux modernes.",{},{"id":799,"data":800,"type":572,"tunes":802},"7fe0a2d504",{"text":801,"level":47},"Ce que signifie « conditionnement » en langage simple",{},{"id":804,"data":805,"type":544,"tunes":807},"96a5e493d3",{"text":806},"Le conditionnement consiste à réorganiser ou à modifier légèrement les données avant la compression afin que le compresseur puisse trouver des motifs plus utiles.",{},{"id":809,"data":810,"type":544,"tunes":812},"cb4a8a997c",{"text":811},"Pour les textures compressées par blocs, GACL peut réorganiser la disposition des octets avant la compression Zstd. DirectStorage inverse cette transformation après la décompression.",{},{"id":814,"data":815,"type":544,"tunes":817},"55267a13ca",{"text":816},"GACL inclut également des techniques de réduction d'entropie qui peuvent délibérément simplifier certaines informations de texture pour améliorer leur compression.",{},{"id":819,"data":820,"type":552,"tunes":824},"540deb670e",{"body":821,"title":822,"variant":823},"GACL inclut à la fois des \u003Cstrong>transformations sans perte\u003C\u002Fstrong> et une \u003Cstrong>optimisation de texture avec perte\u003C\u002Fstrong>. Une meilleure compression peut parfois résulter de l'acceptation d'une quantité contrôlée d'erreur visuelle.","Tous les modes de conditionnement ne sont pas sans perte","warning",{},{"id":826,"data":827,"type":572,"tunes":829},"9836ed86ae",{"text":828,"level":47},"Où l'apprentissage automatique entre en jeu dans GACL",{},{"id":831,"data":832,"type":544,"tunes":834},"4d663da4d4",{"text":833},"La réduction d'entropie au niveau des composants de Microsoft, ou CLER, utilise l'apprentissage automatique dans le cadre du processus de réduction de l'entropie des textures.",{},{"id":836,"data":837,"type":544,"tunes":839},"79c4cad150",{"text":838},"L'objectif n'est pas de générer des textures au moment de l'exécution. Le travail d'apprentissage automatique fait partie de la préparation des données de texture afin que la représentation compressée finale puisse devenir plus petite tout en conservant une qualité visuelle acceptable.",{},{"id":841,"data":842,"type":544,"tunes":844},"99085e4c77",{"text":843},"Cela fait de GACL une optimisation du pipeline de contenu plutôt qu'un système d'IA générative en jeu.",{},{"id":846,"data":847,"type":572,"tunes":849},"14d13e675d",{"text":848,"level":47},"Une compression jusqu'à 50 % meilleure ne signifie pas que chaque jeu devient 50 % plus petit",{},{"id":851,"data":852,"type":544,"tunes":854},"aaeb908807",{"text":853},"Microsoft affirme que GACL peut offrir jusqu'à une amélioration de 50 % des taux de compression Zstd pour les ressources appropriées.",{},{"id":856,"data":857,"type":544,"tunes":859},"57085743b1",{"text":858},"Cela ne revient pas à dire qu'une installation de jeu complète diminue de 50 %.",{},{"id":861,"data":862,"type":544,"tunes":864},"8e4feee49d",{"text":863},"L'impact réel dépend des ressources qui sont conditionnées, de leur compressibilité, de la proportion du jeu qu'elles représentent et de l'acceptabilité des techniques avec perte.",{},{"id":866,"data":867,"type":572,"tunes":869},"2cd6a2b721",{"text":868,"level":47},"Le test de l'affirmation sur la compression",{},{"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. Demandez ce qui est compressé","Uniquement les textures, toutes les ressources ou l'installation complète ?",{"label":878,"description":879},"2. Demandez quelle est la base de comparaison","Données non compressées, GDeflate, anciens réglages Zstd ou un autre format empaqueté ?",{"label":881,"description":882},"3. Vérifiez si la technique est sans perte","Un résultat plus petit peut inclure une perte de qualité contrôlée.",{"label":884,"description":885},"4. Séparez la taille du fichier des performances de chargement","Une meilleure compression réduit les octets lus, mais la décompression coûte toujours du temps.",{"label":887,"description":888},"5. Vérifiez le chemin CPU\u002FGPU","Les mêmes données compressées peuvent se comporter différemment selon l'endroit où la décompression s'exécute.",{"label":890,"description":891},"6. Mesurez le pipeline complet","Le débit de stockage, le temps de décompression, l'utilisation de la mémoire de transit et la disponibilité finale des ressources comptent tous.","Comment lire correctement une affirmation sur la compression de jeu",{},{"id":895,"data":896,"type":572,"tunes":898},"0ada530e08",{"text":897,"level":47},"Pourquoi remplacer les DLL DirectStorage dans un jeu n'active pas Zstd",{},{"id":900,"data":901,"type":544,"tunes":903},"4da8a4e81a",{"text":902},"Il s'agit d'un malentendu particulièrement important.",{},{"id":905,"data":906,"type":544,"tunes":908},"2e03f9f3b4",{"text":907},"Microsoft a explicitement répondu à cela après l'annonce de DirectStorage 1.4 : remplacer les fichiers DLL DirectStorage dans un jeu existant n'active pas les nouvelles fonctionnalités en aperçu.",{},{"id":910,"data":911,"type":544,"tunes":913},"f62e4bf14a",{"text":912},"Les ressources du jeu doivent être créées et compressées avec Zstd pendant le processus de build, le conditionnement GACL optionnel doit avoir lieu avant la livraison, et le jeu lui-même doit appeler les API DirectStorage appropriées.",{},{"id":915,"data":916,"type":552,"tunes":919},"0eb0a84749",{"body":917,"title":918,"variant":602},"Les fichiers sur le disque, leur format de compression et l'intégration au moteur doivent déjà être conçus pour DirectStorage 1.4.","Une DLL d'exécution ne peut pas réécrire le pipeline de ressources du jeu",{},{"id":921,"data":922,"type":572,"tunes":924},"acb0fb0c0e",{"text":923,"level":47},"Pourquoi des SSD plus rapides n'éliminent pas le coût de décompression",{},{"id":926,"data":927,"type":544,"tunes":929},"17a8cecdd3",{"text":928},"Un SSD extrêmement rapide peut réduire le temps nécessaire pour lire les octets compressés, mais il n'élimine pas le temps requis pour transformer ces octets en ressources utilisables.",{},{"id":931,"data":932,"type":544,"tunes":934},"b4fa0ab639",{"text":933},"À mesure que le stockage devient plus rapide, l'importance relative de la décompression, de la préparation des ressources, du transfert vers le GPU et du traitement côté moteur devient plus grande.",{},{"id":936,"data":937,"type":544,"tunes":939},"8e24a111c3",{"text":938},"C'est exactement pourquoi DirectStorage a évolué au-delà des E\u002FS brutes.",{},{"id":941,"data":942,"type":572,"tunes":944},"06446ca61f",{"text":943,"level":47},"Le test du pipeline au temps de chargement",{},{"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. Mesurer le temps de lecture du stockage","Combien de temps faut-il pour fournir les octets de ressources compressées ?",{"label":953,"description":954},"2. Mesurer la décompression","Combien de temps CPU ou GPU est consacré à l'expansion des données ?",{"label":956,"description":957},"3. Mesurer la mise en file d'attente et la préparation","Les requêtes attendent-elles parce que les tampons de préparation ou les files d'attente GPU sont saturés ?",{"label":959,"description":960},"4. Mesurer le transfert et la création de ressources","Combien de temps avant que les données décompressées deviennent une ressource GPU utilisable ?",{"label":962,"description":963},"5. Mesurer le travail côté moteur","Les shaders, la création d'objets, la configuration du monde et l'enregistrement des ressources peuvent encore dominer le chargement.",{"label":965,"description":966},"6. Corriger l'étape la plus lente","Un SSD plus rapide n'aide que lorsque les E\u002FS de stockage sont réellement la partie limitante.","Comment diagnostiquer si le stockage est vraiment le goulot d'étranglement",{},{"id":970,"data":971,"type":572,"tunes":973},"571576014a",{"text":972,"level":47},"Pourquoi cela importe pour le streaming en monde ouvert",{},{"id":975,"data":976,"type":544,"tunes":978},"806314e0fe",{"text":977},"Les jeux en monde ouvert déplacent continuellement les données de ressources à mesure que le joueur traverse la carte.",{},{"id":980,"data":981,"type":544,"tunes":983},"7bb8a063e0",{"text":982},"Cela signifie que le streaming de ressources ne consiste pas seulement à réduire un écran de chargement. Le pipeline doit fournir, décompresser et préparer les données pendant que le jeu continue.",{},{"id":985,"data":986,"type":544,"tunes":988},"012c8cf647",{"text":987},"Un codec avec un fort taux de compression peut réduire le nombre d'octets extraits du stockage, tandis qu'une décompression GPU rapide peut aider à garder du temps CPU disponible pour la simulation.",{},{"id":990,"data":991,"type":544,"tunes":993},"f978c83ceb",{"text":992},"Mais si le GPU lui-même est déjà saturé, déplacer le travail de décompression vers celui-ci peut nécessiter une planification minutieuse.",{},{"id":995,"data":996,"type":572,"tunes":998},"ba6e748605",{"text":997,"level":47},"DirectStorage 1.4 améliore aussi la visibilité de l'ordonnancement GPU",{},{"id":1000,"data":1001,"type":544,"tunes":1003},"d858b01445",{"text":1002},"DirectStorage 1.4 ajoute la prise en charge de D3D12 CreatorID pour les files d'attente de commandes internes qu'il gère.",{},{"id":1005,"data":1006,"type":544,"tunes":1008},"34afe0ff59",{"text":1007},"L'objectif est d'aider les charges de travail DirectStorage à participer de manière plus prévisible au regroupement de files d'attente D3D12 et à l'ordonnancement d'exécution GPU.",{},{"id":1010,"data":1011,"type":544,"tunes":1013},"37941fcc6e",{"text":1012},"Cela importe car la décompression est désormais en concurrence pour le même écosystème GPU que le rendu et d'autres travaux de calcul.",{},{"id":1015,"data":1016,"type":572,"tunes":1018},"b48d791481",{"text":1017,"level":47},"Ce que les fabricants de GPU préparent ensuite",{},{"id":1020,"data":1021,"type":544,"tunes":1023},"8e92b40d82",{"text":1022},"Microsoft affirme qu'AMD, Intel, NVIDIA et Qualcomm travaillent sur des optimisations Zstd spécifiques au matériel et aux pilotes.",{},{"id":1025,"data":1026,"type":544,"tunes":1028},"fe70c63125",{"text":1027},"AMD et NVIDIA ont publiquement indiqué qu'une prise en charge optimisée était prévue pour le second semestre 2026, tandis qu'Intel et Qualcomm ont également décrit des travaux en cours sur leurs plateformes.",{},{"id":1030,"data":1031,"type":544,"tunes":1033},"b32885f619",{"text":1032},"Cela signifie que le shader GPU public de DirectStorage constitue une base de référence, et non nécessairement la voie de performance finale pour le matériel futur.",{},{"id":1035,"data":1036,"type":572,"tunes":1038},"5bdd394fbe",{"text":1037,"level":47},"Qu'est-ce qui pourrait changer cette réponse ?",{},{"id":1040,"data":1041,"type":544,"tunes":1043},"df440ec666",{"text":1042},"DirectStorage 1.4 est encore en aperçu public. L'API finale, les performances du shader Zstd, la prise en charge de GACL et les chemins de pilotes optimisés par les fournisseurs peuvent tous évoluer.",{},{"id":1045,"data":1046,"type":544,"tunes":1048},"032ea5afdc",{"text":1047},"Si les futurs dispositifs de stockage ajoutent une décompression matérielle standardisée intégrée au pipeline d'actifs du PC, la séparation nette entre « lectures SSD » et « décompressions CPU\u002FGPU » pourrait devenir moins absolue. Ce n'est pas le modèle normal de DirectStorage 1.4 aujourd'hui.",{},{"id":1050,"data":1051,"type":572,"tunes":1053},"76422e49b2",{"text":1052,"level":47},"Limites",{},{"id":1055,"data":1056,"type":544,"tunes":1058},"014e638d31",{"text":1057},"Cet article explique l'architecture actuelle de l'aperçu public DirectStorage 1.4 de Microsoft. Il ne prétend pas que chaque jeu utilisant DirectStorage utilisera Zstd, la décompression GPU ou GACL.",{},{"id":1060,"data":1061,"type":544,"tunes":1063},"7dd689e651",{"text":1062},"Les déclarations de Microsoft sur les taux de compression et les performances sont des affirmations technologiques du fournisseur de la plateforme. Les résultats réels des jeux dépendent de la composition des actifs, des paramètres de compression, du matériel, des pilotes et de l'intégration du moteur.",{},{"id":1065,"data":1066,"type":572,"tunes":1068},"b7bbbdd494",{"text":1067,"level":47},"Conclusion",{},{"id":1070,"data":1071,"type":544,"tunes":1073},"6c07e0bffd",{"text":1072},"DirectStorage 1.4 est plus facile à comprendre une fois les tâches séparées.",{},{"id":1075,"data":1076,"type":544,"tunes":1078},"325ad9669f",{"text":1077},"Le SSD déplace les octets compressés. DirectStorage planifie le transfert. Zstd définit comment les données sont compressées. Le CPU ou le GPU les décompresse. GACL peut préparer certains actifs afin que Zstd les compresse plus efficacement. Le moteur de jeu consomme ensuite l'actif finalisé.",{},{"id":1080,"data":1081,"type":544,"tunes":1083},"0a7990db5b",{"text":1082},"Un SSD plus rapide n'est qu'une partie de cette chaîne.",{},{"id":1085,"data":1086,"type":572,"tunes":1088},"b9347644f5",{"text":1087,"level":47},"FAQ",{},{"id":1090,"data":1091,"type":1118,"tunes":1119},"4453ce2f6c",{"items":1092,"title":1117},[1093,1097,1101,1105,1109,1113],{"id":1094,"answer":1095,"question":1096},"faq1","Non. Le SSD lit les données compressées. DirectStorage coordonne les E\u002FS, tandis que le CPU ou le GPU effectue la décompression.","DirectStorage fait-il décompresser les actifs de jeu par le SSD ?",{"id":1098,"answer":1099,"question":1100},"faq2","L'aperçu public ajoute la compression Zstandard, la prise en charge de la décompression CPU\u002FGPU, l'intégration de la Game Asset Conditioning Library et une identification améliorée des files d'attente D3D12.","Quoi de neuf dans DirectStorage 1.4 ?",{"id":1102,"answer":1103,"question":1104},"faq3","Non. Microsoft indique que les actifs doivent être construits avec Zstd\u002FGACL et que le jeu doit explicitement utiliser les nouvelles API.","Puis-je remplacer la DLL DirectStorage d'un jeu pour activer Zstd ?",{"id":1106,"answer":1107,"question":1108},"faq4","Non. Elle utilise le calcul GPU, la bande passante et des tampons de staging, bien qu'elle puisse réduire la charge CPU.","La décompression GPU est-elle gratuite ?",{"id":1110,"answer":1111,"question":1112},"faq5","Il conditionne les actifs de jeu, en particulier les textures, afin que Zstd puisse les compresser plus efficacement. Certaines méthodes sont sans perte et d'autres avec perte.","Que fait GACL ?",{"id":1114,"answer":1115,"question":1116},"faq6","Non. Le chiffre s'applique aux actifs conditionnés appropriés, pas automatiquement à l'ensemble de l'installation du jeu.","Une compression jusqu'à 50 % meilleure signifie-t-elle qu'un jeu devient 50 % plus petit ?","DirectStorage 1.4 et Zstd en termes simples","faq",{},{"id":1121,"data":1122,"type":572,"tunes":1124},"578cca7c13",{"text":1123,"level":47},"Glossaire",{},{"id":1126,"data":1127,"type":1157,"tunes":1158},"314ad428b8",{"title":1128,"entries":1129},"Termes clés de DirectStorage 1.4",[1130,1134,1138,1141,1145,1149,1153],{"term":1131,"anchor":1132,"definition":1133},"DirectStorage","directstorage","API de la famille DirectX de Microsoft pour les E\u002FS et la décompression à haut débit des actifs de jeu sous Windows.",{"term":1135,"anchor":1136,"definition":1137},"Zstandard (Zstd)","zstd","Un format de compression ouvert ajouté à DirectStorage 1.4 pour les actifs de jeu.",{"term":692,"anchor":1139,"definition":1140},"gpu-decompression","Étendre les données compressées à l'aide du calcul GPU au lieu d'effectuer toute la décompression sur le CPU.",{"term":1142,"anchor":1143,"definition":1144},"Tampon de staging","staging-buffer","Mémoire GPU temporaire utilisée par DirectStorage pour coordonner les flux de données compressées et décompressées.",{"term":1146,"anchor":1147,"definition":1148},"GACL","gacl","La Game Asset Conditioning Library de Microsoft, qui prépare les actifs pour améliorer l'efficacité de la compression.",{"term":1150,"anchor":1151,"definition":1152},"Triangle du coût de streaming des actifs","asset-streaming-cost-triangle","Un modèle Figure Rocks séparant la taille de stockage, le trafic d'E\u002FS et le coût de décompression à l'exécution.",{"term":1154,"anchor":1155,"definition":1156},"Test des affirmations de compression","compression-claim-test","Une liste de contrôle Figure Rocks pour interpréter les affirmations de compression en vérifiant la portée des actifs, la base de référence, la perte de qualité et le coût à l'exécution.","glossary",{},{"id":1160,"data":1161,"type":572,"tunes":1163},"ba9a367e9e",{"text":1162,"level":47},"Sources primaires",{},{"id":1165,"data":1166,"type":1172,"tunes":1173},"5b0ee9645d",{"link":1167,"meta":1168},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fdirectstorage-1-4-release-adds-support-for-zstandard\u002F",{"image":1169,"title":1170,"description":1171},{"url":13},"Microsoft DirectX — DirectStorage 1.4 ajoute Zstandard","Annonce officielle de mars 2026 couvrant Zstd, la décompression CPU\u002FGPU, GACL, les plans d'optimisation des fournisseurs de GPU et l'aperçu de DirectStorage 1.4.","linkTool",{},{"id":1175,"data":1176,"type":1172,"tunes":1182},"99d1c9ab00",{"link":1177,"meta":1178},"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fdirectstorage-api-downloads\u002F",{"image":1179,"title":1180,"description":1181},{"url":13},"Microsoft DirectX — SDK et API DirectStorage","Page de publication officielle listant les fonctionnalités de l'aperçu de DirectStorage 1.4 et l'état du package.",{},{"id":1184,"data":1185,"type":1172,"tunes":1191},"c6911b09dc",{"link":1186,"meta":1187},"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FDirectStorage",{"image":1188,"title":1189,"description":1190},{"url":13},"Microsoft — DirectStorage GitHub","Dépôt officiel contenant des exemples, des benchmarks de décompression GPU et des conseils d'implémentation de DirectStorage.",{},{"id":1193,"data":1194,"type":1172,"tunes":1200},"01eb196732",{"link":1195,"meta":1196},"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FDirectStorage\u002Fblob\u002Fmain\u002FDocs\u002FDeveloperGuidance.md",{"image":1197,"title":1198,"description":1199},{"url":13},"Microsoft — Guide du développeur DirectStorage","Guide officiel expliquant le flux de données compressées, la décompression GPU, les tampons de staging et les compromis de mémoire.",{},{"id":1202,"data":1203,"type":1172,"tunes":1209},"77679e7133",{"link":1204,"meta":1205},"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FGame-Asset-Conditioning-Library\u002Fblob\u002Fmain\u002FREADME.md",{"image":1206,"title":1207,"description":1208},{"url":13},"Microsoft — Bibliothèque de conditionnement d'actifs de jeu","Documentation officielle couvrant le conditionnement de textures, Zstd, les transformations de shuffle et les techniques de réduction d'entropie.",{},"2.31","DirectStorage 1.4 ajoute la compression Zstandard, la décompression GPU et une nouvelle Game Asset Conditioning Library, mais le SSD lui-même ne reste qu'une partie du pipeline de chargement. Ce guide explique ce que le SSD, DirectStorage, le CPU, le GPU et le moteur de jeu font réellement chacun.","\u002Fuploads\u002F2026\u002F09\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do-1790405481526-fwnzz4.webp","directstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do-1790405481526-fwnzz4",false,"PUBLISHED","2026-09-26T02:49:00.000Z","2026-09-26T06:49:10.633Z","2026-09-26T07:04:11.521Z",{"en":1220,"de":1221,"sr":1222,"es":1223,"fr":1224,"it":1225,"ru":1226,"zh":1227},"\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Fde\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Fsr\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Fes\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Ffr\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Fit\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Fru\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do","\u002Fzh\u002Fblog\u002Fdirectstorage-1-4-does-not-make-your-ssd-decompress-games-what-zstd-and-gpu-decompression-actually-do",[1229,1233,1237,1241],{"id":1230,"name":1231,"slug":1232},330,"Corrections de streaming et d'E\u002FS","streaming-and-io-fixes",{"id":1234,"name":1235,"slug":1236},65,"Saccades d'E\u002FS et de stockage","io-and-storage-stutter",{"id":1238,"name":1239,"slug":1240},237,"Streaming et E\u002FS","streaming-and-io",{"id":1242,"name":1243,"slug":1244},152,"VRAM et streaming","vram-and-streaming",{"id":283,"login":1246,"email":1247,"displayName":1248},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1250,1782],{"lang":8,"title":1251,"content":1252,"contentJson":1253,"excerpt":1781},"DirectStorage 1.4 Does Not Make Your SSD Decompress Games: What Zstd and GPU Decompression Actually Do","{\"time\":1790405876557,\"blocks\":[{\"id\":\"7b461210c1\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage 1.4 adds Zstandard compression and GPU decompression support for game assets, but that does not mean your SSD is suddenly decompressing textures and models by itself. The storage drive moves compressed data. The CPU or GPU still performs the decompression work.\"},\"tunes\":{}},{\"id\":\"2f0f63271c\",\"type\":\"callout\",\"data\":{\"variant\":\"info\",\"title\":\"Direct answer\",\"body\":\"\u003Cstrong>Your SSD reads compressed game data. It does not normally decompress that data itself.\u003C\u002Fstrong> DirectStorage coordinates the path from storage to memory, while the CPU or GPU can handle decompression. DirectStorage 1.4 adds Zstandard as a new codec option and lets developers choose CPU or GPU decompression.\"},\"tunes\":{}},{\"id\":\"48a120727f\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"Current status\",\"body\":\"DirectStorage 1.4 is currently a \u003Cstrong>public preview\u003C\u002Fstrong>. Its Zstandard support and the Game Asset Conditioning Library are developer technologies that must be integrated into a game's build and runtime pipeline. Replacing DLL files in an existing game does not magically enable the new features.\"},\"tunes\":{}},{\"id\":\"2954eec7f8\",\"type\":\"tableOfContents\",\"data\":{\"title\":\"Contents\",\"minLevel\":2,\"maxLevel\":3},\"tunes\":{}},{\"id\":\"980168054a\",\"type\":\"header\",\"data\":{\"text\":\"The simplest way to understand the asset path\",\"level\":2},\"tunes\":{}},{\"id\":\"99210cf7a2\",\"type\":\"processFlow\",\"data\":{\"title\":\"What happens when a game loads compressed assets\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Game asset is stored compressed\",\"description\":\"Textures, geometry or other data are packaged in compressed form on the SSD.\"},{\"label\":\"2. SSD reads the compressed bytes\",\"description\":\"The NVMe drive moves those bytes quickly from storage into the system's I\u002FO path.\"},{\"label\":\"3. DirectStorage schedules the request\",\"description\":\"DirectStorage coordinates high-throughput reads and where the resulting data should go.\"},{\"label\":\"4. CPU or GPU decompresses\",\"description\":\"The compressed stream is expanded into the form needed by the game.\"},{\"label\":\"5. Asset becomes usable\",\"description\":\"The decompressed texture, buffer or other resource can then be consumed by the renderer or game systems.\"}]},\"tunes\":{}},{\"id\":\"d375ebe60b\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"The mental model\",\"body\":\"\u003Cstrong>SSD = moves compressed data.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>DirectStorage = coordinates the transfer.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>CPU\u002FGPU = decompresses.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Game engine = uses the result.\u003C\u002Fstrong>\"},\"tunes\":{}},{\"id\":\"dbcc92fffe\",\"type\":\"header\",\"data\":{\"text\":\"Why compress game assets at all?\",\"level\":2},\"tunes\":{}},{\"id\":\"fa9fc5a6fc\",\"type\":\"paragraph\",\"data\":{\"text\":\"Modern games contain enormous amounts of texture, geometry, audio and other data.\"},\"tunes\":{}},{\"id\":\"375587179a\",\"type\":\"paragraph\",\"data\":{\"text\":\"Storing every asset uncompressed would increase installation size and force the storage device to read more bytes for the same content.\"},\"tunes\":{}},{\"id\":\"6f00b8cbff\",\"type\":\"paragraph\",\"data\":{\"text\":\"Compression reduces how much data must be stored and transferred. The trade-off is that the data has to be decompressed before the game can use it.\"},\"tunes\":{}},{\"id\":\"1c00bf96d8\",\"type\":\"header\",\"data\":{\"text\":\"DirectStorage moves the bottleneck problem, it does not remove it\",\"level\":2},\"tunes\":{}},{\"id\":\"2fd37b24a2\",\"type\":\"paragraph\",\"data\":{\"text\":\"A fast NVMe drive can deliver compressed data much faster than older storage pipelines, but faster reads only help if the rest of the path can keep up.\"},\"tunes\":{}},{\"id\":\"d68045b6ad\",\"type\":\"paragraph\",\"data\":{\"text\":\"If the CPU has to decompress thousands of small asset chunks while also running game logic, physics and draw submission, decompression itself can become expensive.\"},\"tunes\":{}},{\"id\":\"a16eb295ca\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is why DirectStorage supports GPU decompression: some of the work can move away from the CPU and onto massively parallel GPU compute.\"},\"tunes\":{}},{\"id\":\"b4937d330d\",\"type\":\"header\",\"data\":{\"text\":\"What DirectStorage 1.4 adds\",\"level\":2},\"tunes\":{}},{\"id\":\"15fbbac723\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage 1.4 adds Zstandard, usually written Zstd, as a supported compression format.\"},\"tunes\":{}},{\"id\":\"9c19185ae4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft chose Zstd because it combines strong compression ratios, good decompression performance, broad software and hardware availability, and widespread adoption.\"},\"tunes\":{}},{\"id\":\"431523b335\",\"type\":\"paragraph\",\"data\":{\"text\":\"The important change is that Zstd is integrated into DirectStorage's decompression framework with both CPU and GPU paths.\"},\"tunes\":{}},{\"id\":\"940098d2af\",\"type\":\"comparison\",\"data\":{\"title\":\"CPU vs GPU decompression\",\"layout\":\"table\",\"columns\":[{\"id\":\"cpu\",\"label\":\"CPU decompression\"},{\"id\":\"gpu\",\"label\":\"GPU decompression\"}],\"rows\":[{\"id\":\"execution\",\"label\":\"Where it runs\",\"values\":[\"\",\"\"]},{\"id\":\"advantage\",\"label\":\"Potential advantage\",\"values\":[\"\",\"\"]},{\"id\":\"cost\",\"label\":\"Main cost\",\"values\":[\"\",\"\"]},{\"id\":\"best\",\"label\":\"Best choice\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"c6262b2b30\",\"type\":\"header\",\"data\":{\"text\":\"GPU decompression still costs GPU resources\",\"level\":2},\"tunes\":{}},{\"id\":\"b4cde1abf8\",\"type\":\"paragraph\",\"data\":{\"text\":\"GPU decompression is not free.\"},\"tunes\":{}},{\"id\":\"9a58b4b286\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage uses staging buffers in VRAM to coordinate compressed input and decompressed output. Microsoft warns that an oversized staging buffer can take memory away from rendering, while one that is too small can reduce throughput because requests have to wait.\"},\"tunes\":{}},{\"id\":\"4a44c060ae\",\"type\":\"paragraph\",\"data\":{\"text\":\"So GPU decompression creates another balancing problem: reduce CPU work without stealing too much GPU memory or compute from rendering.\"},\"tunes\":{}},{\"id\":\"3f3babfc82\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story\",\"title\":\"VRAM Usage Is Not VRAM Requirement: Why a Full Memory Meter Does Not Tell the Whole Story\",\"excerpt\":\"Why VRAM capacity, residency budgets and working sets matter more than one memory-usage number.\",\"ctaLabel\":\"Read the VRAM guide\"},\"tunes\":{}},{\"id\":\"a942fbe973\",\"type\":\"header\",\"data\":{\"text\":\"Why Zstd matters compared with older DirectStorage compression\",\"level\":2},\"tunes\":{}},{\"id\":\"ef8a3b3ba5\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage already supported GDeflate, a compression format designed for parallel GPU decompression.\"},\"tunes\":{}},{\"id\":\"84da708009\",\"type\":\"paragraph\",\"data\":{\"text\":\"Zstd adds a different option: a broadly used open compression standard with strong compression ratios and extensive tooling.\"},\"tunes\":{}},{\"id\":\"e402caab8b\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft is also publishing an open-source GPU Zstd decompression compute shader as a baseline that GPU vendors can optimize further.\"},\"tunes\":{}},{\"id\":\"6ff4e34bf6\",\"type\":\"paragraph\",\"data\":{\"text\":\"The initial shader is optimized around chunks of 256 KB or smaller, which matches common streaming-oriented game packaging patterns.\"},\"tunes\":{}},{\"id\":\"4328a25e36\",\"type\":\"header\",\"data\":{\"text\":\"The Asset Streaming Cost Triangle\",\"level\":2},\"tunes\":{}},{\"id\":\"3a792d45ba\",\"type\":\"comparison\",\"data\":{\"title\":\"Compression changes three different costs\",\"layout\":\"table\",\"columns\":[{\"id\":\"benefit\",\"label\":\"What compression can reduce\"},{\"id\":\"cost\",\"label\":\"What it can increase\"}],\"rows\":[{\"id\":\"storage\",\"label\":\"Installation size\",\"values\":[\"\",\"\"]},{\"id\":\"io\",\"label\":\"Storage I\u002FO\",\"values\":[\"\",\"\"]},{\"id\":\"runtime\",\"label\":\"Runtime CPU\u002FGPU work\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"5d30690c89\",\"type\":\"header\",\"data\":{\"text\":\"What the Game Asset Conditioning Library does\",\"level\":2},\"tunes\":{}},{\"id\":\"25b7db1be9\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft introduced the Game Asset Conditioning Library, or GACL, alongside DirectStorage 1.4.\"},\"tunes\":{}},{\"id\":\"c68144d961\",\"type\":\"paragraph\",\"data\":{\"text\":\"GACL does not replace Zstd. It prepares certain game assets so Zstd can compress them more effectively.\"},\"tunes\":{}},{\"id\":\"4a4b7bfc11\",\"type\":\"paragraph\",\"data\":{\"text\":\"Texture data is a major target because textures often make up a large share of modern game-package size.\"},\"tunes\":{}},{\"id\":\"7fe0a2d504\",\"type\":\"header\",\"data\":{\"text\":\"What “conditioning” means in plain English\",\"level\":2},\"tunes\":{}},{\"id\":\"96a5e493d3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Conditioning means rearranging or slightly modifying the data before compression so the compressor can find more useful patterns.\"},\"tunes\":{}},{\"id\":\"cb4a8a997c\",\"type\":\"paragraph\",\"data\":{\"text\":\"For block-compressed textures, GACL can shuffle the byte layout before Zstd compression. DirectStorage reverses that transform after decompression.\"},\"tunes\":{}},{\"id\":\"55267a13ca\",\"type\":\"paragraph\",\"data\":{\"text\":\"GACL also includes entropy-reduction techniques that can deliberately simplify some texture information to make it compress better.\"},\"tunes\":{}},{\"id\":\"540deb670e\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"Not every conditioning mode is lossless\",\"body\":\"GACL includes both \u003Cstrong>lossless transforms\u003C\u002Fstrong> and \u003Cstrong>lossy texture optimization\u003C\u002Fstrong>. Better compression can sometimes come from accepting a controlled amount of visual error.\"},\"tunes\":{}},{\"id\":\"9836ed86ae\",\"type\":\"header\",\"data\":{\"text\":\"Where machine learning enters GACL\",\"level\":2},\"tunes\":{}},{\"id\":\"4d663da4d4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's Component-Level Entropy Reduction, or CLER, uses machine learning as part of the process for reducing texture entropy.\"},\"tunes\":{}},{\"id\":\"79c4cad150\",\"type\":\"paragraph\",\"data\":{\"text\":\"The purpose is not to generate textures at runtime. The ML work is part of preparing texture data so the final compressed representation can become smaller while keeping acceptable visual quality.\"},\"tunes\":{}},{\"id\":\"99085e4c77\",\"type\":\"paragraph\",\"data\":{\"text\":\"That makes GACL a content-pipeline optimization rather than an in-game generative AI system.\"},\"tunes\":{}},{\"id\":\"14d13e675d\",\"type\":\"header\",\"data\":{\"text\":\"Up to 50% better compression does not mean every game becomes 50% smaller\",\"level\":2},\"tunes\":{}},{\"id\":\"aaeb908807\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft says GACL can deliver up to a 50% improvement in Zstd compression ratios for suitable assets.\"},\"tunes\":{}},{\"id\":\"57085743b1\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is not the same as saying an entire game installation shrinks by 50%.\"},\"tunes\":{}},{\"id\":\"8e4feee49d\",\"type\":\"paragraph\",\"data\":{\"text\":\"The real impact depends on which assets are conditioned, how compressible they are, what proportion of the game they represent and whether lossy techniques are acceptable.\"},\"tunes\":{}},{\"id\":\"2cd6a2b721\",\"type\":\"header\",\"data\":{\"text\":\"The Compression Claim Test\",\"level\":2},\"tunes\":{}},{\"id\":\"5537c18816\",\"type\":\"processFlow\",\"data\":{\"title\":\"How to read a game-compression claim correctly\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Ask what is being compressed\",\"description\":\"Textures only, all assets, or the complete installation?\"},{\"label\":\"2. Ask what the comparison baseline is\",\"description\":\"Uncompressed data, GDeflate, old Zstd settings or another packaged format?\"},{\"label\":\"3. Check whether the technique is lossless\",\"description\":\"A smaller result may include controlled quality loss.\"},{\"label\":\"4. Separate file size from load performance\",\"description\":\"Better compression reduces bytes read but decompression still costs time.\"},{\"label\":\"5. Check CPU\u002FGPU path\",\"description\":\"The same compressed data can behave differently depending on where decompression executes.\"},{\"label\":\"6. Measure the complete pipeline\",\"description\":\"Storage throughput, decompression time, staging-memory use and final asset readiness all matter.\"}]},\"tunes\":{}},{\"id\":\"0ada530e08\",\"type\":\"header\",\"data\":{\"text\":\"Why replacing DirectStorage DLLs in a game does not enable Zstd\",\"level\":2},\"tunes\":{}},{\"id\":\"4da8a4e81a\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is an especially important misunderstanding.\"},\"tunes\":{}},{\"id\":\"2e03f9f3b4\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft explicitly answered this after the DirectStorage 1.4 announcement: replacing DirectStorage DLL files in an existing game does not activate the new preview features.\"},\"tunes\":{}},{\"id\":\"f62e4bf14a\",\"type\":\"paragraph\",\"data\":{\"text\":\"The game's assets have to be authored and compressed with Zstd during the build process, optional GACL conditioning has to happen before shipping, and the game itself has to call the relevant DirectStorage APIs.\"},\"tunes\":{}},{\"id\":\"0eb0a84749\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"A runtime DLL cannot rewrite the game's asset pipeline\",\"body\":\"The files on disk, their compression format and the engine integration must already be designed for DirectStorage 1.4.\"},\"tunes\":{}},{\"id\":\"acb0fb0c0e\",\"type\":\"header\",\"data\":{\"text\":\"Why faster SSDs do not remove decompression cost\",\"level\":2},\"tunes\":{}},{\"id\":\"17a8cecdd3\",\"type\":\"paragraph\",\"data\":{\"text\":\"An extremely fast SSD can reduce the time needed to read compressed bytes, but it does not eliminate the time required to turn those bytes into usable assets.\"},\"tunes\":{}},{\"id\":\"b4fa0ab639\",\"type\":\"paragraph\",\"data\":{\"text\":\"As storage becomes faster, the relative importance of decompression, asset preparation, GPU upload and engine-side processing becomes larger.\"},\"tunes\":{}},{\"id\":\"8e24a111c3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is exactly why DirectStorage has evolved beyond raw I\u002FO.\"},\"tunes\":{}},{\"id\":\"06446ca61f\",\"type\":\"header\",\"data\":{\"text\":\"The Load-Time Pipeline Test\",\"level\":2},\"tunes\":{}},{\"id\":\"79ccb70f4a\",\"type\":\"processFlow\",\"data\":{\"title\":\"How to diagnose whether storage is really the bottleneck\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Measure storage read time\",\"description\":\"How long does it take to deliver the compressed asset bytes?\"},{\"label\":\"2. Measure decompression\",\"description\":\"How much CPU or GPU time is spent expanding the data?\"},{\"label\":\"3. Measure queueing and staging\",\"description\":\"Are requests waiting because staging buffers or GPU queues are saturated?\"},{\"label\":\"4. Measure upload and resource creation\",\"description\":\"How long before the decompressed data becomes a usable GPU resource?\"},{\"label\":\"5. Measure engine-side work\",\"description\":\"Shaders, object creation, world setup and asset registration may still dominate loading.\"},{\"label\":\"6. Fix the slowest stage\",\"description\":\"A faster SSD only helps when storage I\u002FO is actually the limiting part.\"}]},\"tunes\":{}},{\"id\":\"571576014a\",\"type\":\"header\",\"data\":{\"text\":\"Why this matters for open-world streaming\",\"level\":2},\"tunes\":{}},{\"id\":\"806314e0fe\",\"type\":\"paragraph\",\"data\":{\"text\":\"Open-world games continuously move asset data as the player crosses the map.\"},\"tunes\":{}},{\"id\":\"7bb8a063e0\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means asset streaming is not only about reducing a loading screen. The pipeline has to deliver, decompress and prepare data while gameplay continues.\"},\"tunes\":{}},{\"id\":\"012c8cf647\",\"type\":\"paragraph\",\"data\":{\"text\":\"A codec with a strong compression ratio can reduce the number of bytes pulled from storage, while fast GPU decompression can help keep CPU time available for simulation.\"},\"tunes\":{}},{\"id\":\"f978c83ceb\",\"type\":\"paragraph\",\"data\":{\"text\":\"But if the GPU itself is already saturated, moving decompression work there may need careful scheduling.\"},\"tunes\":{}},{\"id\":\"ba6e748605\",\"type\":\"header\",\"data\":{\"text\":\"DirectStorage 1.4 also improves GPU scheduling visibility\",\"level\":2},\"tunes\":{}},{\"id\":\"d858b01445\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage 1.4 adds D3D12 CreatorID support for the internal command queues it manages.\"},\"tunes\":{}},{\"id\":\"34afe0ff59\",\"type\":\"paragraph\",\"data\":{\"text\":\"The purpose is to help DirectStorage workloads participate more predictably in D3D12 queue grouping and GPU execution scheduling.\"},\"tunes\":{}},{\"id\":\"37941fcc6e\",\"type\":\"paragraph\",\"data\":{\"text\":\"This matters because decompression is now competing for the same GPU ecosystem as rendering and other compute work.\"},\"tunes\":{}},{\"id\":\"b48d791481\",\"type\":\"header\",\"data\":{\"text\":\"What GPU vendors are doing next\",\"level\":2},\"tunes\":{}},{\"id\":\"8e92b40d82\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft says AMD, Intel, NVIDIA and Qualcomm are working on hardware- and driver-specific Zstd optimizations.\"},\"tunes\":{}},{\"id\":\"fe70c63125\",\"type\":\"paragraph\",\"data\":{\"text\":\"AMD and NVIDIA publicly indicated optimized support targeted for the second half of 2026, while Intel and Qualcomm also described ongoing platform work.\"},\"tunes\":{}},{\"id\":\"b32885f619\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means the public DirectStorage GPU shader is a baseline, not necessarily the final performance path for future hardware.\"},\"tunes\":{}},{\"id\":\"5bdd394fbe\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"df440ec666\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage 1.4 is still a public preview. The final API, Zstd shader performance, GACL support and vendor-optimized driver paths can all change.\"},\"tunes\":{}},{\"id\":\"032ea5afdc\",\"type\":\"paragraph\",\"data\":{\"text\":\"If future storage devices add standardized hardware decompression integrated into the PC asset pipeline, the clean separation between “SSD reads” and “CPU\u002FGPU decompresses” could become less absolute. That is not the normal DirectStorage 1.4 model today.\"},\"tunes\":{}},{\"id\":\"76422e49b2\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"014e638d31\",\"type\":\"paragraph\",\"data\":{\"text\":\"This article explains Microsoft's current public DirectStorage 1.4 preview architecture. It does not claim that every game using DirectStorage will use Zstd, GPU decompression or GACL.\"},\"tunes\":{}},{\"id\":\"7dd689e651\",\"type\":\"paragraph\",\"data\":{\"text\":\"Microsoft's compression-ratio and performance statements are technology claims from the platform vendor. Real game results depend on the asset mix, compression settings, hardware, drivers and engine integration.\"},\"tunes\":{}},{\"id\":\"b7bbbdd494\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"6c07e0bffd\",\"type\":\"paragraph\",\"data\":{\"text\":\"DirectStorage 1.4 is easier to understand once the jobs are separated.\"},\"tunes\":{}},{\"id\":\"325ad9669f\",\"type\":\"paragraph\",\"data\":{\"text\":\"The SSD moves compressed bytes. DirectStorage schedules the transfer. Zstd defines how the data is compressed. The CPU or GPU decompresses it. GACL can prepare some assets so Zstd compresses them more effectively. The game engine then consumes the finished asset.\"},\"tunes\":{}},{\"id\":\"0a7990db5b\",\"type\":\"paragraph\",\"data\":{\"text\":\"A faster SSD is only one part of that chain.\"},\"tunes\":{}},{\"id\":\"b9347644f5\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"4453ce2f6c\",\"type\":\"faq\",\"data\":{\"title\":\"DirectStorage 1.4 and Zstd in plain English\",\"items\":[{\"id\":\"faq1\",\"question\":\"Does DirectStorage make the SSD decompress game assets?\",\"answer\":\"No. The SSD reads compressed data. DirectStorage coordinates the I\u002FO, while the CPU or GPU performs decompression.\"},{\"id\":\"faq2\",\"question\":\"What is new in DirectStorage 1.4?\",\"answer\":\"The public preview adds Zstandard compression, CPU\u002FGPU decompression support, Game Asset Conditioning Library integration and improved D3D12 queue identification.\"},{\"id\":\"faq3\",\"question\":\"Can I replace a game's DirectStorage DLL to enable Zstd?\",\"answer\":\"No. Microsoft says the assets must be built with Zstd\u002FGACL and the game must explicitly use the new APIs.\"},{\"id\":\"faq4\",\"question\":\"Is GPU decompression free?\",\"answer\":\"No. It uses GPU compute, bandwidth and staging buffers, although it can reduce CPU load.\"},{\"id\":\"faq5\",\"question\":\"What does GACL do?\",\"answer\":\"It conditions game assets, especially textures, so Zstd can compress them more effectively. Some methods are lossless and some are lossy.\"},{\"id\":\"faq6\",\"question\":\"Does up to 50% better compression mean a game becomes 50% smaller?\",\"answer\":\"No. The figure applies to suitable conditioned assets, not automatically to the entire game installation.\"}]},\"tunes\":{}},{\"id\":\"578cca7c13\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"314ad428b8\",\"type\":\"glossary\",\"data\":{\"title\":\"Key DirectStorage 1.4 terms\",\"entries\":[{\"term\":\"DirectStorage\",\"definition\":\"Microsoft's DirectX-family API for high-throughput game-asset I\u002FO and decompression on Windows.\",\"anchor\":\"directstorage\"},{\"term\":\"Zstandard (Zstd)\",\"definition\":\"An open compression format added to DirectStorage 1.4 for game assets.\",\"anchor\":\"zstd\"},{\"term\":\"GPU decompression\",\"definition\":\"Expanding compressed data using GPU compute instead of doing all decompression on the CPU.\",\"anchor\":\"gpu-decompression\"},{\"term\":\"Staging buffer\",\"definition\":\"Temporary GPU memory used by DirectStorage to coordinate compressed and decompressed data flows.\",\"anchor\":\"staging-buffer\"},{\"term\":\"GACL\",\"definition\":\"Microsoft's Game Asset Conditioning Library, which prepares assets to improve compression efficiency.\",\"anchor\":\"gacl\"},{\"term\":\"Asset Streaming Cost Triangle\",\"definition\":\"A Figure Rocks model separating storage size, I\u002FO traffic and runtime decompression cost.\",\"anchor\":\"asset-streaming-cost-triangle\"},{\"term\":\"Compression Claim Test\",\"definition\":\"A Figure Rocks checklist for interpreting compression claims by checking the asset scope, baseline, quality loss and runtime cost.\",\"anchor\":\"compression-claim-test\"}]},\"tunes\":{}},{\"id\":\"ba9a367e9e\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"5b0ee9645d\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fdirectstorage-1-4-release-adds-support-for-zstandard\u002F\",\"meta\":{\"title\":\"Microsoft DirectX — DirectStorage 1.4 Adds Zstandard\",\"description\":\"Official March 2026 announcement covering Zstd, CPU\u002FGPU decompression, GACL, GPU-vendor optimization plans and the DirectStorage 1.4 preview.\",\"image\":{\"url\":\"\"}}},\"tunes\":{}},{\"id\":\"99d1c9ab00\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdevblogs.microsoft.com\u002Fdirectx\u002Fdirectstorage-api-downloads\u002F\",\"meta\":{\"title\":\"Microsoft DirectX — DirectStorage SDK & API\",\"description\":\"Official release page listing DirectStorage 1.4 preview features and package status.\",\"image\":{\"url\":\"\"}}},\"tunes\":{}},{\"id\":\"c6911b09dc\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FDirectStorage\",\"meta\":{\"title\":\"Microsoft — DirectStorage GitHub\",\"description\":\"Official repository containing samples, GPU decompression benchmarks and DirectStorage implementation guidance.\",\"image\":{\"url\":\"\"}}},\"tunes\":{}},{\"id\":\"01eb196732\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FDirectStorage\u002Fblob\u002Fmain\u002FDocs\u002FDeveloperGuidance.md\",\"meta\":{\"title\":\"Microsoft — DirectStorage Developer Guidance\",\"description\":\"Official guidance explaining compressed-data flow, GPU decompression, staging buffers and memory trade-offs.\",\"image\":{\"url\":\"\"}}},\"tunes\":{}},{\"id\":\"77679e7133\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fgithub.com\u002Fmicrosoft\u002FGame-Asset-Conditioning-Library\u002Fblob\u002Fmain\u002FREADME.md\",\"meta\":{\"title\":\"Microsoft — Game Asset Conditioning Library\",\"description\":\"Official documentation covering texture conditioning, Zstd, shuffle transforms and entropy-reduction techniques.\",\"image\":{\"url\":\"\"}}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":1254,"blocks":1255,"version":1780},1790405876557,[1256,1260,1265,1270,1274,1278,1298,1303,1307,1311,1315,1319,1323,1327,1331,1335,1339,1343,1347,1351,1373,1377,1381,1385,1389,1396,1400,1404,1408,1412,1416,1420,1439,1443,1447,1451,1455,1459,1463,1467,1471,1476,1480,1484,1488,1492,1496,1500,1504,1508,1512,1535,1539,1543,1547,1551,1556,1560,1564,1568,1572,1576,1599,1603,1607,1611,1615,1619,1623,1627,1631,1635,1639,1643,1647,1651,1655,1659,1663,1667,1671,1675,1678,1682,1686,1690,1693,1716,1720,1742,1746,1753,1760,1766,1773],{"id":541,"data":1257,"type":544,"tunes":1259},{"text":1258},"DirectStorage 1.4 adds Zstandard compression and GPU decompression support for game assets, but that does not mean your SSD is suddenly decompressing textures and models by itself. The storage drive moves compressed data. The CPU or GPU still performs the decompression work.",{},{"id":547,"data":1261,"type":552,"tunes":1264},{"body":1262,"title":1263,"variant":551},"\u003Cstrong>Your SSD reads compressed game data. It does not normally decompress that data itself.\u003C\u002Fstrong> DirectStorage coordinates the path from storage to memory, while the CPU or GPU can handle decompression. DirectStorage 1.4 adds Zstandard as a new codec option and lets developers choose CPU or GPU decompression.","Direct answer",{},{"id":555,"data":1266,"type":552,"tunes":1269},{"body":1267,"title":1268,"variant":559},"DirectStorage 1.4 is currently a \u003Cstrong>public preview\u003C\u002Fstrong>. Its Zstandard support and the Game Asset Conditioning Library are developer technologies that must be integrated into a game's build and runtime pipeline. Replacing DLL files in an existing game does not magically enable the new features.","Current status",{},{"id":562,"data":1271,"type":566,"tunes":1273},{"title":1272,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1275,"type":572,"tunes":1277},{"text":1276,"level":47},"The simplest way to understand the asset path",{},{"id":575,"data":1279,"type":595,"tunes":1297},{"steps":1280,"title":1296,"orientation":594},[1281,1284,1287,1290,1293],{"label":1282,"description":1283},"1. Game asset is stored compressed","Textures, geometry or other data are packaged in compressed form on the SSD.",{"label":1285,"description":1286},"2. SSD reads the compressed bytes","The NVMe drive moves those bytes quickly from storage into the system's I\u002FO path.",{"label":1288,"description":1289},"3. DirectStorage schedules the request","DirectStorage coordinates high-throughput reads and where the resulting data should go.",{"label":1291,"description":1292},"4. CPU or GPU decompresses","The compressed stream is expanded into the form needed by the game.",{"label":1294,"description":1295},"5. Asset becomes usable","The decompressed texture, buffer or other resource can then be consumed by the renderer or game systems.","What happens when a game loads compressed assets",{},{"id":598,"data":1299,"type":552,"tunes":1302},{"body":1300,"title":1301,"variant":602},"\u003Cstrong>SSD = moves compressed data.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>DirectStorage = coordinates the transfer.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>CPU\u002FGPU = decompresses.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Game engine = uses the result.\u003C\u002Fstrong>","The mental model",{},{"id":605,"data":1304,"type":572,"tunes":1306},{"text":1305,"level":47},"Why compress game assets at all?",{},{"id":610,"data":1308,"type":544,"tunes":1310},{"text":1309},"Modern games contain enormous amounts of texture, geometry, audio and other data.",{},{"id":615,"data":1312,"type":544,"tunes":1314},{"text":1313},"Storing every asset uncompressed would increase installation size and force the storage device to read more bytes for the same content.",{},{"id":620,"data":1316,"type":544,"tunes":1318},{"text":1317},"Compression reduces how much data must be stored and transferred. The trade-off is that the data has to be decompressed before the game can use it.",{},{"id":625,"data":1320,"type":572,"tunes":1322},{"text":1321,"level":47},"DirectStorage moves the bottleneck problem, it does not remove it",{},{"id":630,"data":1324,"type":544,"tunes":1326},{"text":1325},"A fast NVMe drive can deliver compressed data much faster than older storage pipelines, but faster reads only help if the rest of the path can keep up.",{},{"id":635,"data":1328,"type":544,"tunes":1330},{"text":1329},"If the CPU has to decompress thousands of small asset chunks while also running game logic, physics and draw submission, decompression itself can become expensive.",{},{"id":640,"data":1332,"type":544,"tunes":1334},{"text":1333},"That is why DirectStorage supports GPU decompression: some of the work can move away from the CPU and onto massively parallel GPU compute.",{},{"id":645,"data":1336,"type":572,"tunes":1338},{"text":1337,"level":47},"What DirectStorage 1.4 adds",{},{"id":650,"data":1340,"type":544,"tunes":1342},{"text":1341},"DirectStorage 1.4 adds Zstandard, usually written Zstd, as a supported compression format.",{},{"id":655,"data":1344,"type":544,"tunes":1346},{"text":1345},"Microsoft chose Zstd because it combines strong compression ratios, good decompression performance, broad software and hardware availability, and widespread adoption.",{},{"id":660,"data":1348,"type":544,"tunes":1350},{"text":1349},"The important change is that Zstd is integrated into DirectStorage's decompression framework with both CPU and GPU paths.",{},{"id":665,"data":1352,"type":693,"tunes":1372},{"rows":1353,"title":1366,"layout":685,"columns":1367},[1354,1357,1360,1363],{"id":669,"label":1355,"values":1356},"Where it runs",[13,13],{"id":673,"label":1358,"values":1359},"Potential advantage",[13,13],{"id":677,"label":1361,"values":1362},"Main cost",[13,13],{"id":681,"label":1364,"values":1365},"Best choice",[13,13],"CPU vs GPU decompression",[1368,1370],{"id":688,"label":1369},"CPU decompression",{"id":691,"label":1371},"GPU decompression",{},{"id":696,"data":1374,"type":572,"tunes":1376},{"text":1375,"level":47},"GPU decompression still costs GPU resources",{},{"id":701,"data":1378,"type":544,"tunes":1380},{"text":1379},"GPU decompression is not free.",{},{"id":706,"data":1382,"type":544,"tunes":1384},{"text":1383},"DirectStorage uses staging buffers in VRAM to coordinate compressed input and decompressed output. Microsoft warns that an oversized staging buffer can take memory away from rendering, while one that is too small can reduce throughput because requests have to wait.",{},{"id":711,"data":1386,"type":544,"tunes":1388},{"text":1387},"So GPU decompression creates another balancing problem: reduce CPU work without stealing too much GPU memory or compute from rendering.",{},{"id":716,"data":1390,"type":722,"tunes":1395},{"url":1391,"title":1392,"excerpt":1393,"ctaLabel":1394},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","VRAM Usage Is Not VRAM Requirement: Why a Full Memory Meter Does Not Tell the Whole Story","Why VRAM capacity, residency budgets and working sets matter more than one memory-usage number.","Read the VRAM guide",{},{"id":725,"data":1397,"type":572,"tunes":1399},{"text":1398,"level":47},"Why Zstd matters compared with older DirectStorage compression",{},{"id":730,"data":1401,"type":544,"tunes":1403},{"text":1402},"DirectStorage already supported GDeflate, a compression format designed for parallel GPU decompression.",{},{"id":735,"data":1405,"type":544,"tunes":1407},{"text":1406},"Zstd adds a different option: a broadly used open compression standard with strong compression ratios and extensive tooling.",{},{"id":740,"data":1409,"type":544,"tunes":1411},{"text":1410},"Microsoft is also publishing an open-source GPU Zstd decompression compute shader as a baseline that GPU vendors can optimize further.",{},{"id":745,"data":1413,"type":544,"tunes":1415},{"text":1414},"The initial shader is optimized around chunks of 256 KB or smaller, which matches common streaming-oriented game packaging patterns.",{},{"id":750,"data":1417,"type":572,"tunes":1419},{"text":1418,"level":47},"The Asset Streaming Cost Triangle",{},{"id":755,"data":1421,"type":693,"tunes":1438},{"rows":1422,"title":1432,"layout":685,"columns":1433},[1423,1426,1429],{"id":759,"label":1424,"values":1425},"Installation size",[13,13],{"id":763,"label":1427,"values":1428},"Storage I\u002FO",[13,13],{"id":767,"label":1430,"values":1431},"Runtime CPU\u002FGPU work",[13,13],"Compression changes three different costs",[1434,1436],{"id":773,"label":1435},"What compression can reduce",{"id":677,"label":1437},"What it can increase",{},{"id":779,"data":1440,"type":572,"tunes":1442},{"text":1441,"level":47},"What the Game Asset Conditioning Library does",{},{"id":784,"data":1444,"type":544,"tunes":1446},{"text":1445},"Microsoft introduced the Game Asset Conditioning Library, or GACL, alongside DirectStorage 1.4.",{},{"id":789,"data":1448,"type":544,"tunes":1450},{"text":1449},"GACL does not replace Zstd. It prepares certain game assets so Zstd can compress them more effectively.",{},{"id":794,"data":1452,"type":544,"tunes":1454},{"text":1453},"Texture data is a major target because textures often make up a large share of modern game-package size.",{},{"id":799,"data":1456,"type":572,"tunes":1458},{"text":1457,"level":47},"What “conditioning” means in plain English",{},{"id":804,"data":1460,"type":544,"tunes":1462},{"text":1461},"Conditioning means rearranging or slightly modifying the data before compression so the compressor can find more useful patterns.",{},{"id":809,"data":1464,"type":544,"tunes":1466},{"text":1465},"For block-compressed textures, GACL can shuffle the byte layout before Zstd compression. DirectStorage reverses that transform after decompression.",{},{"id":814,"data":1468,"type":544,"tunes":1470},{"text":1469},"GACL also includes entropy-reduction techniques that can deliberately simplify some texture information to make it compress better.",{},{"id":819,"data":1472,"type":552,"tunes":1475},{"body":1473,"title":1474,"variant":823},"GACL includes both \u003Cstrong>lossless transforms\u003C\u002Fstrong> and \u003Cstrong>lossy texture optimization\u003C\u002Fstrong>. Better compression can sometimes come from accepting a controlled amount of visual error.","Not every conditioning mode is lossless",{},{"id":826,"data":1477,"type":572,"tunes":1479},{"text":1478,"level":47},"Where machine learning enters GACL",{},{"id":831,"data":1481,"type":544,"tunes":1483},{"text":1482},"Microsoft's Component-Level Entropy Reduction, or CLER, uses machine learning as part of the process for reducing texture entropy.",{},{"id":836,"data":1485,"type":544,"tunes":1487},{"text":1486},"The purpose is not to generate textures at runtime. The ML work is part of preparing texture data so the final compressed representation can become smaller while keeping acceptable visual quality.",{},{"id":841,"data":1489,"type":544,"tunes":1491},{"text":1490},"That makes GACL a content-pipeline optimization rather than an in-game generative AI system.",{},{"id":846,"data":1493,"type":572,"tunes":1495},{"text":1494,"level":47},"Up to 50% better compression does not mean every game becomes 50% smaller",{},{"id":851,"data":1497,"type":544,"tunes":1499},{"text":1498},"Microsoft says GACL can deliver up to a 50% improvement in Zstd compression ratios for suitable assets.",{},{"id":856,"data":1501,"type":544,"tunes":1503},{"text":1502},"That is not the same as saying an entire game installation shrinks by 50%.",{},{"id":861,"data":1505,"type":544,"tunes":1507},{"text":1506},"The real impact depends on which assets are conditioned, how compressible they are, what proportion of the game they represent and whether lossy techniques are acceptable.",{},{"id":866,"data":1509,"type":572,"tunes":1511},{"text":1510,"level":47},"The Compression Claim Test",{},{"id":871,"data":1513,"type":595,"tunes":1534},{"steps":1514,"title":1533,"orientation":594},[1515,1518,1521,1524,1527,1530],{"label":1516,"description":1517},"1. Ask what is being compressed","Textures only, all assets, or the complete installation?",{"label":1519,"description":1520},"2. Ask what the comparison baseline is","Uncompressed data, GDeflate, old Zstd settings or another packaged format?",{"label":1522,"description":1523},"3. Check whether the technique is lossless","A smaller result may include controlled quality loss.",{"label":1525,"description":1526},"4. Separate file size from load performance","Better compression reduces bytes read but decompression still costs time.",{"label":1528,"description":1529},"5. Check CPU\u002FGPU path","The same compressed data can behave differently depending on where decompression executes.",{"label":1531,"description":1532},"6. Measure the complete pipeline","Storage throughput, decompression time, staging-memory use and final asset readiness all matter.","How to read a game-compression claim correctly",{},{"id":895,"data":1536,"type":572,"tunes":1538},{"text":1537,"level":47},"Why replacing DirectStorage DLLs in a game does not enable Zstd",{},{"id":900,"data":1540,"type":544,"tunes":1542},{"text":1541},"This is an especially important misunderstanding.",{},{"id":905,"data":1544,"type":544,"tunes":1546},{"text":1545},"Microsoft explicitly answered this after the DirectStorage 1.4 announcement: replacing DirectStorage DLL files in an existing game does not activate the new preview features.",{},{"id":910,"data":1548,"type":544,"tunes":1550},{"text":1549},"The game's assets have to be authored and compressed with Zstd during the build process, optional GACL conditioning has to happen before shipping, and the game itself has to call the relevant DirectStorage APIs.",{},{"id":915,"data":1552,"type":552,"tunes":1555},{"body":1553,"title":1554,"variant":602},"The files on disk, their compression format and the engine integration must already be designed for DirectStorage 1.4.","A runtime DLL cannot rewrite the game's asset pipeline",{},{"id":921,"data":1557,"type":572,"tunes":1559},{"text":1558,"level":47},"Why faster SSDs do not remove decompression cost",{},{"id":926,"data":1561,"type":544,"tunes":1563},{"text":1562},"An extremely fast SSD can reduce the time needed to read compressed bytes, but it does not eliminate the time required to turn those bytes into usable assets.",{},{"id":931,"data":1565,"type":544,"tunes":1567},{"text":1566},"As storage becomes faster, the relative importance of decompression, asset preparation, GPU upload and engine-side processing becomes larger.",{},{"id":936,"data":1569,"type":544,"tunes":1571},{"text":1570},"That is exactly why DirectStorage has evolved beyond raw I\u002FO.",{},{"id":941,"data":1573,"type":572,"tunes":1575},{"text":1574,"level":47},"The Load-Time Pipeline Test",{},{"id":946,"data":1577,"type":595,"tunes":1598},{"steps":1578,"title":1597,"orientation":594},[1579,1582,1585,1588,1591,1594],{"label":1580,"description":1581},"1. Measure storage read time","How long does it take to deliver the compressed asset bytes?",{"label":1583,"description":1584},"2. Measure decompression","How much CPU or GPU time is spent expanding the data?",{"label":1586,"description":1587},"3. Measure queueing and staging","Are requests waiting because staging buffers or GPU queues are saturated?",{"label":1589,"description":1590},"4. Measure upload and resource creation","How long before the decompressed data becomes a usable GPU resource?",{"label":1592,"description":1593},"5. Measure engine-side work","Shaders, object creation, world setup and asset registration may still dominate loading.",{"label":1595,"description":1596},"6. Fix the slowest stage","A faster SSD only helps when storage I\u002FO is actually the limiting part.","How to diagnose whether storage is really the bottleneck",{},{"id":970,"data":1600,"type":572,"tunes":1602},{"text":1601,"level":47},"Why this matters for open-world streaming",{},{"id":975,"data":1604,"type":544,"tunes":1606},{"text":1605},"Open-world games continuously move asset data as the player crosses the map.",{},{"id":980,"data":1608,"type":544,"tunes":1610},{"text":1609},"That means asset streaming is not only about reducing a loading screen. The pipeline has to deliver, decompress and prepare data while gameplay continues.",{},{"id":985,"data":1612,"type":544,"tunes":1614},{"text":1613},"A codec with a strong compression ratio can reduce the number of bytes pulled from storage, while fast GPU decompression can help keep CPU time available for simulation.",{},{"id":990,"data":1616,"type":544,"tunes":1618},{"text":1617},"But if the GPU itself is already saturated, moving decompression work there may need careful scheduling.",{},{"id":995,"data":1620,"type":572,"tunes":1622},{"text":1621,"level":47},"DirectStorage 1.4 also improves GPU scheduling visibility",{},{"id":1000,"data":1624,"type":544,"tunes":1626},{"text":1625},"DirectStorage 1.4 adds D3D12 CreatorID support for the internal command queues it manages.",{},{"id":1005,"data":1628,"type":544,"tunes":1630},{"text":1629},"The purpose is to help DirectStorage workloads participate more predictably in D3D12 queue grouping and GPU execution scheduling.",{},{"id":1010,"data":1632,"type":544,"tunes":1634},{"text":1633},"This matters because decompression is now competing for the same GPU ecosystem as rendering and other compute work.",{},{"id":1015,"data":1636,"type":572,"tunes":1638},{"text":1637,"level":47},"What GPU vendors are doing next",{},{"id":1020,"data":1640,"type":544,"tunes":1642},{"text":1641},"Microsoft says AMD, Intel, NVIDIA and Qualcomm are working on hardware- and driver-specific Zstd optimizations.",{},{"id":1025,"data":1644,"type":544,"tunes":1646},{"text":1645},"AMD and NVIDIA publicly indicated optimized support targeted for the second half of 2026, while Intel and Qualcomm also described ongoing platform work.",{},{"id":1030,"data":1648,"type":544,"tunes":1650},{"text":1649},"That means the public DirectStorage GPU shader is a baseline, not necessarily the final performance path for future hardware.",{},{"id":1035,"data":1652,"type":572,"tunes":1654},{"text":1653,"level":47},"What would change this answer?",{},{"id":1040,"data":1656,"type":544,"tunes":1658},{"text":1657},"DirectStorage 1.4 is still a public preview. The final API, Zstd shader performance, GACL support and vendor-optimized driver paths can all change.",{},{"id":1045,"data":1660,"type":544,"tunes":1662},{"text":1661},"If future storage devices add standardized hardware decompression integrated into the PC asset pipeline, the clean separation between “SSD reads” and “CPU\u002FGPU decompresses” could become less absolute. That is not the normal DirectStorage 1.4 model today.",{},{"id":1050,"data":1664,"type":572,"tunes":1666},{"text":1665,"level":47},"Limitations",{},{"id":1055,"data":1668,"type":544,"tunes":1670},{"text":1669},"This article explains Microsoft's current public DirectStorage 1.4 preview architecture. It does not claim that every game using DirectStorage will use Zstd, GPU decompression or GACL.",{},{"id":1060,"data":1672,"type":544,"tunes":1674},{"text":1673},"Microsoft's compression-ratio and performance statements are technology claims from the platform vendor. Real game results depend on the asset mix, compression settings, hardware, drivers and engine integration.",{},{"id":1065,"data":1676,"type":572,"tunes":1677},{"text":1067,"level":47},{},{"id":1070,"data":1679,"type":544,"tunes":1681},{"text":1680},"DirectStorage 1.4 is easier to understand once the jobs are separated.",{},{"id":1075,"data":1683,"type":544,"tunes":1685},{"text":1684},"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":1687,"type":544,"tunes":1689},{"text":1688},"A faster SSD is only one part of that chain.",{},{"id":1085,"data":1691,"type":572,"tunes":1692},{"text":1087,"level":47},{},{"id":1090,"data":1694,"type":1118,"tunes":1715},{"items":1695,"title":1714},[1696,1699,1702,1705,1708,1711],{"id":1094,"answer":1697,"question":1698},"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":1700,"question":1701},"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":1703,"question":1704},"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":1706,"question":1707},"No. It uses GPU compute, bandwidth and staging buffers, although it can reduce CPU load.","Is GPU decompression free?",{"id":1110,"answer":1709,"question":1710},"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":1712,"question":1713},"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":1717,"type":572,"tunes":1719},{"text":1718,"level":47},"Glossary",{},{"id":1126,"data":1721,"type":1157,"tunes":1741},{"title":1722,"entries":1723},"Key DirectStorage 1.4 terms",[1724,1726,1728,1730,1733,1735,1738],{"term":1131,"anchor":1132,"definition":1725},"Microsoft's DirectX-family API for high-throughput game-asset I\u002FO and decompression on Windows.",{"term":1135,"anchor":1136,"definition":1727},"An open compression format added to DirectStorage 1.4 for game assets.",{"term":1371,"anchor":1139,"definition":1729},"Expanding compressed data using GPU compute instead of doing all decompression on the CPU.",{"term":1731,"anchor":1143,"definition":1732},"Staging buffer","Temporary GPU memory used by DirectStorage to coordinate compressed and decompressed data flows.",{"term":1146,"anchor":1147,"definition":1734},"Microsoft's Game Asset Conditioning Library, which prepares assets to improve compression efficiency.",{"term":1736,"anchor":1151,"definition":1737},"Asset Streaming Cost Triangle","A Figure Rocks model separating storage size, I\u002FO traffic and runtime decompression cost.",{"term":1739,"anchor":1155,"definition":1740},"Compression Claim Test","A Figure Rocks checklist for interpreting compression claims by checking the asset scope, baseline, quality loss and runtime cost.",{},{"id":1160,"data":1743,"type":572,"tunes":1745},{"text":1744,"level":47},"Primary sources",{},{"id":1165,"data":1747,"type":1172,"tunes":1752},{"link":1167,"meta":1748},{"image":1749,"title":1750,"description":1751},{"url":13},"Microsoft DirectX — DirectStorage 1.4 Adds Zstandard","Official March 2026 announcement covering Zstd, CPU\u002FGPU decompression, GACL, GPU-vendor optimization plans and the DirectStorage 1.4 preview.",{},{"id":1175,"data":1754,"type":1172,"tunes":1759},{"link":1177,"meta":1755},{"image":1756,"title":1757,"description":1758},{"url":13},"Microsoft DirectX — DirectStorage SDK & API","Official release page listing DirectStorage 1.4 preview features and package status.",{},{"id":1184,"data":1761,"type":1172,"tunes":1765},{"link":1186,"meta":1762},{"image":1763,"title":1189,"description":1764},{"url":13},"Official repository containing samples, GPU decompression benchmarks and DirectStorage implementation guidance.",{},{"id":1193,"data":1767,"type":1172,"tunes":1772},{"link":1195,"meta":1768},{"image":1769,"title":1770,"description":1771},{"url":13},"Microsoft — DirectStorage Developer Guidance","Official guidance explaining compressed-data flow, GPU decompression, staging buffers and memory trade-offs.",{},{"id":1202,"data":1774,"type":1172,"tunes":1779},{"link":1204,"meta":1775},{"image":1776,"title":1777,"description":1778},{"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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Utilisez cet ordre de résolution avant de baisser tous les paramètres graphiques.","2026-02-20T21:00:00.000Z",{"id":2147,"slug":2148,"title":2149,"excerpt":2150,"featuredImage":2151,"publishedAt":2152},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","La compression de textures neuronale RTX n'est pas de la mise à l'échelle : comment l'IA peut échanger de la mémoire de textures contre de la puissance de calcul GPU","NVIDIA RTX Neural Texture Compression change la façon dont les matériaux de jeu peuvent être stockés. Au lieu de conserver chaque canal de texture uniquement sous forme de texels conventionnels, un matériau peut être compressé en données latentes compactes et un petit décodeur neuronal, puis reconstruit par le GPU lorsque nécessaire.","\u002Fuploads\u002F2026\u002F09\u002Frtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute-1790378933528-ul75hf.webp","2026-09-25T21:27:00.000Z",{"id":2154,"slug":2155,"title":2156,"excerpt":2157,"featuredImage":14,"publishedAt":2158},"137","storage-and-streaming-stutter-when-ssd-decompression-and-vram-matter","Stockage et saccades de streaming : quand le SSD, la décompression et la VRAM comptent","Les saccades de streaming sont le chargement des ressources : vitesse de stockage, décompression et comportement de la mémoire. Utilisez ce triage pour stopper les pics lors de l'entrée dans de nouvelles zones.","2026-02-20T11:30:00.000Z",{"id":2160,"slug":2161,"title":2162,"excerpt":2163,"featuredImage":2164,"publishedAt":2165},"441","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","L'utilisation de la VRAM n'est pas une exigence de VRAM : pourquoi un indicateur de mémoire plein ne raconte pas toute l'histoire","Voir 7,8 Go utilisés sur une carte graphique de 8 Go peut sembler prouver qu'un jeu a épuisé sa VRAM. Ce n'est pas si simple. Ce guide explique la capacité de la VRAM, les budgets de résidence, les ensembles de travail, la mémoire partagée et comment déterminer si la pression mémoire est réellement à l'origine des saccades.","\u002Fuploads\u002F2026\u002F09\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story-1790375650647-k854hg.webp","2026-09-25T18:33:00.000Z",{"id":2167,"slug":2168,"title":2169,"excerpt":2170,"featuredImage":14,"publishedAt":2171},"24","storage-and-streaming-reduce-load-times-without-creating-stutter","Stockage et streaming : réduire les temps de chargement sans créer de saccades","Un stockage rapide n'est utile que si le comportement de streaming est stable. Ce guide explique comment les E\u002FS affectent les saccades et ce qu'il faut changer en premier.","2026-02-19T11:00:00.000Z",{"id":2173,"slug":2174,"title":2175,"excerpt":2176,"featuredImage":2177,"publishedAt":2178},"440","lowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck","Vous avez réduit les paramètres graphiques mais les FPS ne se sont pas améliorés ? Vous ne corrigez probablement pas le bon goulot d'étranglement","Vous réduisez les ombres, les effets et la résolution, mais les FPS changent à peine. Ce guide explique pourquoi les paramètres graphiques n'aident que lorsqu'ils réduisent la charge qui limite réellement la frame—et comment identifier les goulots d'étranglement liés au CPU, au GPU, à la mémoire, au streaming et au plafonnement des frames.","\u002Fuploads\u002F2026\u002F09\u002Flowered-graphics-settings-but-fps-didn-t-improve-you-re-probably-tuning-the-wrong-bottleneck-1790375130830-i10hb3.webp","2026-09-25T18:23:00.000Z","fallback",[],[]]