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Storage drajv premešta kompresovane podatke. CPU ili GPU i dalje obavlja posao dekompresije.\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\">Direktan odgovor\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Vaš SSD čita kompresovane gejm podatke. On normalno ne dekompresuje te podatke sam.\u003C\u002Fstrong> DirectStorage koordinira put od storage-a do memorije, dok CPU ili GPU mogu da obavljaju dekompresiju. DirectStorage 1.4 dodaje Zstandard kao novu opciju kodeka i omogućava programerima da izaberu CPU ili GPU dekompresiju.\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\">Trenutni status\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">DirectStorage 1.4 je trenutno \u003Cstrong>javni pregled\u003C\u002Fstrong>. Njegova podrška za Zstandard i Game Asset Conditioning Library su programerske tehnologije koje moraju biti integrisane u build i runtime pipeline igre. Zamena DLL fajlova u postojećoj igri ne omogućava magično nove funkcije.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sadržaj\">\u003Cstrong class=\"editorjs-toc__title\">Sadržaj\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\">Najjednostavniji način da se razume putanja asseta\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-8\" class=\"editorjs-toc__link\">Zašto uopšte kompresovati gejm assete?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-12\" class=\"editorjs-toc__link\">DirectStorage pomera problem uskog grla, ne uklanja ga\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">Šta DirectStorage 1.4 dodaje\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-21\" class=\"editorjs-toc__link\">GPU dekompresija i dalje troši GPU resurse\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-26\" class=\"editorjs-toc__link\">Zašto je Zstd važan u poređenju sa starijom DirectStorage kompresijom\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-31\" class=\"editorjs-toc__link\">Trougao troškova streaminga asseta\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-33\" class=\"editorjs-toc__link\">Šta radi Game Asset Conditioning Library\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-37\" class=\"editorjs-toc__link\">Šta „conditioning“ znači jednostavnim jezikom\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Gde mašinsko učenje ulazi u GACL\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-46\" class=\"editorjs-toc__link\">Do 50% bolja kompresija ne znači da svaka igra postaje 50% manja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Test tvrdnje o kompresiji\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-52\" class=\"editorjs-toc__link\">Zašto zamena DirectStorage DLL-ova u igri ne omogućava Zstd\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-57\" class=\"editorjs-toc__link\">Zašto brži SSD-ovi ne uklanjaju trošak dekompresije\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-61\" class=\"editorjs-toc__link\">Test pipeline-a vremena učitavanja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-63\" class=\"editorjs-toc__link\">Zašto je ovo važno za streaming otvorenog sveta\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-68\" class=\"editorjs-toc__link\">DirectStorage 1.4 takođe poboljšava vidljivost GPU zakazivanja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-72\" class=\"editorjs-toc__link\">Šta GPU proizvođači rade sledeće\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-76\" class=\"editorjs-toc__link\">Šta bi promenilo ovaj odgovor?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-79\" class=\"editorjs-toc__link\">Ograničenja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-82\" class=\"editorjs-toc__link\">Zaključak\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-86\" class=\"editorjs-toc__link\">Česta pitanja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-88\" class=\"editorjs-toc__link\">Pojmovnik\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-90\" class=\"editorjs-toc__link\">Primarni izvori\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Najjednostavniji način da se razume putanja asseta\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Šta se dešava kada igra učitava kompresovane assete\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. Gejm asset je uskladišten kompresovan\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Teksture, geometrija ili drugi podaci su pakovani u kompresovanom obliku na SSD-u.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. SSD čita kompresovane bajtove\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">NVMe drajv brzo premešta te bajtove iz storage-a u I\u002FO putanju sistema.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. DirectStorage zakazuje zahtev\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">DirectStorage koordinira čitanja visokog protoka i gde rezultujući podaci treba da idu.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. CPU ili GPU dekompresuje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Kompresovani tok se proširuje u oblik potreban igri.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Asset postaje upotrebljiv\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Dekompresovana tekstura, bafer ili drugi resurs mogu zatim biti korišćeni od strane renderera ili gejm sistema.\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\">Mentalni model\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>SSD = premešta kompresovane podatke.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>DirectStorage = koordinira transfer.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>CPU\u002FGPU = dekompresuje.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Gejm engine = koristi rezultat.\u003C\u002Fstrong>\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-8\">Zašto uopšte kompresovati gejm assete?\u003C\u002Fh2>\n\u003Cp>Moderne igre sadrže ogromne količine tekstura, geometrije, audio i drugih podataka.\u003C\u002Fp>\n\u003Cp>Čuvanje svakog asseta nekompresovanog povećalo bi veličinu instalacije i nateralo storage uređaj da čita više bajtova za isti sadržaj.\u003C\u002Fp>\n\u003Cp>Kompresija smanjuje količinu podataka koji moraju biti uskladišteni i preneti. Kompromis je da podaci moraju biti dekompresovani pre nego što ih igra može koristiti.\u003C\u002Fp>\n\u003Ch2 id=\"section-12\">DirectStorage pomera problem uskog grla, ne uklanja ga\u003C\u002Fh2>\n\u003Cp>Brz NVMe drajv može da isporuči kompresovane podatke mnogo brže od starijih storage pipeline-ova, ali brža čitanja pomažu samo ako ostatak putanje može da ih prati.\u003C\u002Fp>\n\u003Cp>Ako CPU mora da dekompresuje hiljade malih delova asseta dok istovremeno pokreće gejm logiku, fiziku i draw submission, sama dekompresija može postati skupa.\u003C\u002Fp>\n\u003Cp>Zato DirectStorage podržava GPU dekompresiju: deo posla može se premestiti sa CPU na masivno paralelno GPU računanje.\u003C\u002Fp>\n\u003Ch2 id=\"section-16\">Šta DirectStorage 1.4 dodaje\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 dodaje Zstandard, obično napisan Zstd, kao podržani format kompresije.\u003C\u002Fp>\n\u003Cp>Microsoft je izabrao Zstd jer kombinuje jake kompresione odnose, dobre performanse dekompresije, široku dostupnost softvera i hardvera i široku primenu.\u003C\u002Fp>\n\u003Cp>Važna promena je da je Zstd integrisan u DirectStorage-ov okvir za dekompresiju, sa CPU i GPU putanjama.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">CPU vs GPU dekompresija\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">CPU dekompresija\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">GPU dekompresija\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\">Gde se izvršava\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\">Potencijalna prednost\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\">Glavni trošak\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\">Najbolji izbor\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-21\">GPU dekompresija i dalje troši GPU resurse\u003C\u002Fh2>\n\u003Cp>GPU dekompresija nije besplatna.\u003C\u002Fp>\n\u003Cp>DirectStorage koristi staging bafere u VRAM-u za koordinaciju komprimovanog ulaza i dekomprimovanog izlaza. Microsoft upozorava da preveliki staging bafer može da oduzme memoriju od renderovanja, dok premali može da smanji propusnost jer zahtevi moraju da čekaju.\u003C\u002Fp>\n\u003Cp>Dakle, GPU dekompresija stvara još jedan problem balansiranja: smanjiti CPU rad bez prevelikog oduzimanja GPU memorije ili računarske snage od renderovanja.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fsr\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\">Korišćenje VRAM-a nije zahtev za VRAM-om: Zašto pun memetar ne govori celu priču\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Zašto su VRAM kapacitet, budžeti rezidentnosti i radni setovi važniji od jednog broja za korišćenje memorije.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Pročitajte VRAM vodič →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-26\">Zašto je Zstd važan u poređenju sa starijom DirectStorage kompresijom\u003C\u002Fh2>\n\u003Cp>DirectStorage je već podržavao GDeflate, format kompresije dizajniran za paralelnu GPU dekompresiju.\u003C\u002Fp>\n\u003Cp>Zstd dodaje drugačiju opciju: široko korišćen otvoreni standard kompresije sa jakim stepenom kompresije i opsežnim alatima.\u003C\u002Fp>\n\u003Cp>Microsoft takođe objavljuje open-source GPU Zstd dekompresioni compute shader kao osnovu koju proizvođači GPU-a mogu dodatno optimizovati.\u003C\u002Fp>\n\u003Cp>Početni shader je optimizovan za delove od 256 KB ili manje, što odgovara uobičajenim obrascima pakovanja igara orijentisanih na streaming.\u003C\u002Fp>\n\u003Ch2 id=\"section-31\">Trougao troškova streaminga asseta\u003C\u002Fh2>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Kompresija menja tri različita troška\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\">Šta kompresija može smanjiti\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\">Šta može povećati\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\">Veličina instalacije\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\">Storage I\u002FO\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Runtime CPU\u002FGPU rad\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\">Šta radi Game Asset Conditioning Library\u003C\u002Fh2>\n\u003Cp>Microsoft je predstavio Game Asset Conditioning Library, ili GACL, uz DirectStorage 1.4.\u003C\u002Fp>\n\u003Cp>GACL ne zamenjuje Zstd. Priprema određene game assete kako bi Zstd mogao efikasnije da ih komprimuje.\u003C\u002Fp>\n\u003Cp>Podaci tekstura su glavni cilj jer teksture često čine veliki deo veličine paketa modernih igara.\u003C\u002Fp>\n\u003Ch2 id=\"section-37\">Šta „conditioning“ znači jednostavnim jezikom\u003C\u002Fh2>\n\u003Cp>Conditioning znači preuređivanje ili blago modifikovanje podataka pre kompresije kako bi kompresor mogao da pronađe korisnije obrasce.\u003C\u002Fp>\n\u003Cp>Za blokovski kompresovane teksture, GACL može da promeni raspored bajtova pre Zstd kompresije. DirectStorage poništava tu transformaciju nakon dekompresije.\u003C\u002Fp>\n\u003Cp>GACL takođe uključuje tehnike smanjenja entropije koje mogu namerno da pojednostave neke informacije o teksturi kako bi se bolje kompresovale.\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\">Nije svaki režim conditioning-a bez gubitaka\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">GACL uključuje i \u003Cstrong>transformacije bez gubitaka\u003C\u002Fstrong> i \u003Cstrong>optimizaciju teksture sa gubicima\u003C\u002Fstrong>. Bolja kompresija ponekad može da dođe od prihvatanja kontrolisane količine vizuelne greške.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-42\">Gde mašinsko učenje ulazi u GACL\u003C\u002Fh2>\n\u003Cp>Microsoft-ovo Component-Level Entropy Reduction, ili CLER, koristi mašinsko učenje kao deo procesa za smanjenje entropije teksture.\u003C\u002Fp>\n\u003Cp>Svrha nije generisanje tekstura u realnom vremenu. Rad mašinskog učenja je deo pripreme podataka o teksturi kako bi finalna kompresovana reprezentacija mogla da postane manja uz zadržavanje prihvatljivog vizuelnog kvaliteta.\u003C\u002Fp>\n\u003Cp>To čini GACL optimizacijom sadržajnog pipeline-a, a ne generativnim AI sistemom u igri.\u003C\u002Fp>\n\u003Ch2 id=\"section-46\">Do 50% bolja kompresija ne znači da svaka igra postaje 50% manja\u003C\u002Fh2>\n\u003Cp>Microsoft kaže da GACL može da obezbedi do 50% poboljšanja u Zstd kompresionim odnosima za odgovarajuće resurse.\u003C\u002Fp>\n\u003Cp>To nije isto kao reći da se cela instalacija igre smanjuje za 50%.\u003C\u002Fp>\n\u003Cp>Stvarni uticaj zavisi od toga koji resursi su kondicionirani, koliko su kompresibilni, koliki deo igre predstavljaju i da li su tehnike sa gubicima prihvatljive.\u003C\u002Fp>\n\u003Ch2 id=\"section-50\">Test tvrdnje o kompresiji\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Kako pravilno čitati tvrdnju o kompresiji igre\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. Pitajte šta se kompresuje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Samo teksture, svi resursi ili kompletna instalacija?\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. Pitajte koja je osnova za poređenje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Nekompresovani podaci, GDeflate, stare Zstd postavke ili neki drugi pakovani format?\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. Proverite da li je tehnika bez gubitaka\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Manji rezultat može da uključuje kontrolisani gubitak kvaliteta.\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. Razdvojite veličinu fajla od performansi učitavanja\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Bolja kompresija smanjuje broj pročitanih bajtova, ali dekompresija i dalje košta vreme.\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. Proverite CPU\u002FGPU putanju\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Isti kompresovani podaci mogu da se ponašaju različito u zavisnosti od toga gde se dekompresija izvršava.\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. Izmerite kompletan pipeline\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Propusnost skladišta, vreme dekompresije, korišćenje staging memorije i konačna spremnost resursa su svi važni.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-52\">Zašto zamena DirectStorage DLL-ova u igri ne omogućava Zstd\u003C\u002Fh2>\n\u003Cp>Ovo je posebno važan nesporazum.\u003C\u002Fp>\n\u003Cp>Microsoft je eksplicitno odgovorio na ovo nakon najave DirectStorage 1.4: zamena DirectStorage DLL fajlova u postojećoj igri ne aktivira nove preview funkcije.\u003C\u002Fp>\n\u003Cp>Sredstva igre moraju biti autorizovana i kompresovana pomoću Zstd tokom procesa izgradnje, opciono GACL kondicioniranje mora se obaviti pre isporuke, a sama igra mora pozvati odgovarajuće DirectStorage API-je.\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\">Runtime DLL ne može prepisati pipeline sredstava igre\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Fajlovi na disku, njihov format kompresije i integracija sa engine-om moraju već biti dizajnirani za DirectStorage 1.4.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-57\">Zašto brži SSD-ovi ne uklanjaju trošak dekompresije\u003C\u002Fh2>\n\u003Cp>Izuzetno brz SSD može smanjiti vreme potrebno za čitanje kompresovanih bajtova, ali ne uklanja vreme potrebno da se ti bajtovi pretvore u upotrebljiva sredstva.\u003C\u002Fp>\n\u003Cp>Kako skladište postaje brže, relativna važnost dekompresije, pripreme sredstava, GPU upload-a i obrade na strani engine-a postaje veća.\u003C\u002Fp>\n\u003Cp>Upravo zato je DirectStorage evoluirao izvan sirovog I\u002FO.\u003C\u002Fp>\n\u003Ch2 id=\"section-61\">Test pipeline-a vremena učitavanja\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Kako dijagnostikovati da li je skladište zaista usko grlo\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. Izmerite vreme čitanja skladišta\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Koliko vremena je potrebno da se isporuče kompresovani bajtovi sredstava?\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. Izmerite dekompresiju\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Koliko CPU ili GPU vremena se troši na ekspanziju podataka?\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. Izmerite čekanje u redu i staging\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Da li zahtevi čekaju jer su staging baferi ili GPU redovi zasićeni?\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. Izmerite upload i kreiranje resursa\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Koliko vremena prođe pre nego što dekompresovani podaci postanu upotrebljiv GPU resurs?\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. Izmerite rad na strani engine-a\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Šejderi, kreiranje objekata, postavljanje sveta i registracija sredstava mogu i dalje dominirati učitavanjem.\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. Popravite najsporiju fazu\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Brži SSD pomaže samo kada je I\u002FO skladišta zaista ograničavajući deo.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-63\">Zašto je ovo važno za streaming otvorenog sveta\u003C\u002Fh2>\n\u003Cp>Igre otvorenog sveta neprekidno premeštaju podatke o sredstvima dok igrač prelazi mapu.\u003C\u002Fp>\n\u003Cp>To znači da streaming sredstava nije samo smanjenje ekrana za učitavanje. Pipeline mora da isporuči, dekompresuje i pripremi podatke dok se igranje nastavlja.\u003C\u002Fp>\n\u003Cp>Kodek sa jakim odnosom kompresije može smanjiti broj bajtova koji se vuku iz skladišta, dok brza GPU dekompresija može pomoći da CPU vreme ostane dostupno za simulaciju.\u003C\u002Fp>\n\u003Cp>Ali ako je sam GPU već zasićen, premeštanje posla dekompresije tamo može zahtevati pažljivo zakazivanje.\u003C\u002Fp>\n\u003Ch2 id=\"section-68\">DirectStorage 1.4 takođe poboljšava vidljivost GPU zakazivanja\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 dodaje podršku za D3D12 CreatorID za interne komandne redove kojima upravlja.\u003C\u002Fp>\n\u003Cp>Svrha je da se pomogne DirectStorage radnim opterećenjima da predvidljivije učestvuju u D3D12 grupisanju redova i zakazivanju GPU izvršavanja.\u003C\u002Fp>\n\u003Cp>Ovo je važno jer se dekompresija sada takmiči za isti GPU ekosistem kao renderovanje i drugi računarski poslovi.\u003C\u002Fp>\n\u003Ch2 id=\"section-72\">Šta GPU proizvođači rade sledeće\u003C\u002Fh2>\n\u003Cp>Microsoft kaže da AMD, Intel, NVIDIA i Qualcomm rade na optimizacijama Zstd-a specifičnim za hardver i drajvere.\u003C\u002Fp>\n\u003Cp>AMD i NVIDIA su javno naznačili da je optimizovana podrška ciljana za drugu polovinu 2026. godine, dok su Intel i Qualcomm takođe opisali tekući rad na platformi.\u003C\u002Fp>\n\u003Cp>To znači da je javni DirectStorage GPU šejder osnovna linija, a ne nužno konačna putanja performansi za budući hardver.\u003C\u002Fp>\n\u003Ch2 id=\"section-76\">Šta bi promenilo ovaj odgovor?\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 je još uvek javni pregled. Konačni API, performanse Zstd šejdera, GACL podrška i prodavcem optimizovane putanje drajvera mogu se promeniti.\u003C\u002Fp>\n\u003Cp>Ako budući uređaji za skladištenje dodaju standardizovanu hardversku dekompresiju integrisanu u PC pipeline sredstava, jasna razdvojenost između „SSD čitanja“ i „CPU\u002FGPU dekompresije“ mogla bi postati manje apsolutna. To danas nije normalan model DirectStorage 1.4.\u003C\u002Fp>\n\u003Ch2 id=\"section-79\">Ograničenja\u003C\u002Fh2>\n\u003Cp>Ovaj članak objašnjava trenutnu javnu arhitekturu Microsoft DirectStorage 1.4 pregleda. Ne tvrdi da će svaka igra koja koristi DirectStorage koristiti Zstd, GPU dekompresiju ili GACL.\u003C\u002Fp>\n\u003Cp>Microsoft-ove izjave o odnosu kompresije i performansama su tehnološke tvrdnje dobavljača platforme. Stvarni rezultati igara zavise od mešavine sredstava, podešavanja kompresije, hardvera, drajvera i integracije sa engine-om.\u003C\u002Fp>\n\u003Ch2 id=\"section-82\">Zaključak\u003C\u002Fh2>\n\u003Cp>DirectStorage 1.4 je lakše razumeti kada se poslovi razdvoje.\u003C\u002Fp>\n\u003Cp>SSD premešta komprimovane bajtove. DirectStorage zakazuje prenos. Zstd definiše kako se podaci komprimuju. CPU ili GPU ih dekomprimuju. GACL može pripremiti neka sredstva tako da ih Zstd efikasnije komprimuje. Game engine zatim koristi gotovo sredstvo.\u003C\u002Fp>\n\u003Cp>Brži SSD je samo jedan deo tog lanca.\u003C\u002Fp>\n\u003Ch2 id=\"section-86\">Česta pitanja\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 i Zstd jednostavnim jezikom\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\">Da li DirectStorage čini da SSD dekomprimuje sredstva igre?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ne. SSD čita komprimovane podatke. DirectStorage koordinira I\u002FO, dok CPU ili GPU obavljaju dekompresiju.\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\">Šta je novo u DirectStorage 1.4?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Javni pregled dodaje Zstandard kompresiju, podršku za CPU\u002FGPU dekompresiju, integraciju Game Asset Conditioning Library i poboljšanu identifikaciju D3D12 redova.\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\">Mogu li da zamenim DirectStorage DLL igre da omogućim Zstd?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ne. Microsoft kaže da sredstva moraju biti napravljena sa Zstd\u002FGACL i da igra mora eksplicitno koristiti nove API-je.\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\">Da li je GPU dekompresija besplatna?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ne. Koristi GPU računanje, propusni opseg i staging bafere, iako može smanjiti opterećenje CPU-a.\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\">Šta radi GACL?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Priprema sredstva igre, posebno teksture, tako da ih Zstd može efikasnije komprimovati. Neke metode su bez gubitaka, a neke sa gubicima.\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\">Da li do 50% bolja kompresija znači da igra postaje 50% manja?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ne. Brojka se odnosi na odgovarajuća pripremljena sredstva, ne automatski na celu instalaciju igre.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-88\">Pojmovnik\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\">Ključni pojmovi 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\">Microsoft-ov API iz DirectX porodice za I\u002FO sredstava igre visokog protoka i dekompresiju na Windows-u.\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\">Otvoreni format kompresije dodat u DirectStorage 1.4 za sredstva igre.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"gpu-decompression\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">GPU dekompresija\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Razvijanje komprimovanih podataka korišćenjem GPU računanja umesto obavljanja cele dekompresije na CPU-u.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"staging-buffer\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Staging bafer\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Privremena GPU memorija koju DirectStorage koristi za koordinaciju tokova komprimovanih i dekomprimovanih podataka.\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\">Microsoft-ova Game Asset Conditioning Library, koja priprema sredstva za poboljšanje efikasnosti kompresije.\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\">Trougao troškova strimovanja sredstava\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks model koji razdvaja veličinu skladištenja, I\u002FO saobraćaj i trošak dekompresije u vreme izvršavanja.\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 tvrdnji o kompresiji\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Figure Rocks kontrolna lista za tumačenje tvrdnji o kompresiji proverom obima sredstava, osnovne linije, gubitka kvaliteta i troška u vreme izvršavanja.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-90\">Primarni izvori\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 dodaje Zstandard\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanična najava iz marta 2026. koja pokriva Zstd, CPU\u002FGPU dekompresiju, GACL, planove optimizacije za GPU proizvođače i pregled 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 — DirectStorage SDK i API\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanična stranica izdanja sa listom funkcija pregleda DirectStorage 1.4 i statusom paketa.\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\">Zvanični repozitorijum koji sadrži primere, benchmark-ove za GPU dekompresiju i smernice za implementaciju 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 — Smernice za DirectStorage programere\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanične smernice koje objašnjavaju tok komprimovanih podataka, GPU dekompresiju, staging bafere i kompromise u memoriji.\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 — Biblioteka za pripremu korišćenja resursa u igrama\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanična dokumentacija koja pokriva pripremu tekstura, Zstd, shuffle transformacije i tehnike smanjenja entropije.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1210},1790406042908,[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 dodaje Zstandard kompresiju i podršku za GPU dekompresiju za gejm assete, ali to ne znači da vaš SSD odjednom sam dekompresuje teksture i modele. Storage drajv premešta kompresovane podatke. CPU ili GPU i dalje obavlja posao dekompresije.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"2f0f63271c",{"body":549,"title":550,"variant":551},"\u003Cstrong>Vaš SSD čita kompresovane gejm podatke. On normalno ne dekompresuje te podatke sam.\u003C\u002Fstrong> DirectStorage koordinira put od storage-a do memorije, dok CPU ili GPU mogu da obavljaju dekompresiju. DirectStorage 1.4 dodaje Zstandard kao novu opciju kodeka i omogućava programerima da izaberu CPU ili GPU dekompresiju.","Direktan odgovor","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"48a120727f",{"body":557,"title":558,"variant":559},"DirectStorage 1.4 je trenutno \u003Cstrong>javni pregled\u003C\u002Fstrong>. Njegova podrška za Zstandard i Game Asset Conditioning Library su programerske tehnologije koje moraju biti integrisane u build i runtime pipeline igre. Zamena DLL fajlova u postojećoj igri ne omogućava magično nove funkcije.","Trenutni status","note",{},{"id":562,"data":563,"type":566,"tunes":567},"2954eec7f8",{"title":564,"maxLevel":565,"minLevel":47},"Sadržaj",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"980168054a",{"text":571,"level":47},"Najjednostavniji način da se razume putanja asseta","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. Gejm asset je uskladišten kompresovan","Teksture, geometrija ili drugi podaci su pakovani u kompresovanom obliku na SSD-u.",{"label":582,"description":583},"2. SSD čita kompresovane bajtove","NVMe drajv brzo premešta te bajtove iz storage-a u I\u002FO putanju sistema.",{"label":585,"description":586},"3. DirectStorage zakazuje zahtev","DirectStorage koordinira čitanja visokog protoka i gde rezultujući podaci treba da idu.",{"label":588,"description":589},"4. CPU ili GPU dekompresuje","Kompresovani tok se proširuje u oblik potreban igri.",{"label":591,"description":592},"5. Asset postaje upotrebljiv","Dekompresovana tekstura, bafer ili drugi resurs mogu zatim biti korišćeni od strane renderera ili gejm sistema.","Šta se dešava kada igra učitava kompresovane assete","auto","processFlow",{},{"id":598,"data":599,"type":552,"tunes":603},"d375ebe60b",{"body":600,"title":601,"variant":602},"\u003Cstrong>SSD = premešta kompresovane podatke.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>DirectStorage = koordinira transfer.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>CPU\u002FGPU = dekompresuje.\u003C\u002Fstrong>\u003Cbr>\u003Cstrong>Gejm engine = koristi rezultat.\u003C\u002Fstrong>","Mentalni model","success",{},{"id":605,"data":606,"type":572,"tunes":608},"dbcc92fffe",{"text":607,"level":47},"Zašto uopšte kompresovati gejm assete?",{},{"id":610,"data":611,"type":544,"tunes":613},"fa9fc5a6fc",{"text":612},"Moderne igre sadrže ogromne količine tekstura, geometrije, audio i drugih podataka.",{},{"id":615,"data":616,"type":544,"tunes":618},"375587179a",{"text":617},"Čuvanje svakog asseta nekompresovanog povećalo bi veličinu instalacije i nateralo storage uređaj da čita više bajtova za isti sadržaj.",{},{"id":620,"data":621,"type":544,"tunes":623},"6f00b8cbff",{"text":622},"Kompresija smanjuje količinu podataka koji moraju biti uskladišteni i preneti. Kompromis je da podaci moraju biti dekompresovani pre nego što ih igra može koristiti.",{},{"id":625,"data":626,"type":572,"tunes":628},"1c00bf96d8",{"text":627,"level":47},"DirectStorage pomera problem uskog grla, ne uklanja ga",{},{"id":630,"data":631,"type":544,"tunes":633},"2fd37b24a2",{"text":632},"Brz NVMe drajv može da isporuči kompresovane podatke mnogo brže od starijih storage pipeline-ova, ali brža čitanja pomažu samo ako ostatak putanje može da ih prati.",{},{"id":635,"data":636,"type":544,"tunes":638},"d68045b6ad",{"text":637},"Ako CPU mora da dekompresuje hiljade malih delova asseta dok istovremeno pokreće gejm logiku, fiziku i draw submission, sama dekompresija može postati skupa.",{},{"id":640,"data":641,"type":544,"tunes":643},"a16eb295ca",{"text":642},"Zato DirectStorage podržava GPU dekompresiju: deo posla može se premestiti sa CPU na masivno paralelno GPU računanje.",{},{"id":645,"data":646,"type":572,"tunes":648},"b4937d330d",{"text":647,"level":47},"Šta DirectStorage 1.4 dodaje",{},{"id":650,"data":651,"type":544,"tunes":653},"15fbbac723",{"text":652},"DirectStorage 1.4 dodaje Zstandard, obično napisan Zstd, kao podržani format kompresije.",{},{"id":655,"data":656,"type":544,"tunes":658},"9c19185ae4",{"text":657},"Microsoft je izabrao Zstd jer kombinuje jake kompresione odnose, dobre performanse dekompresije, široku dostupnost softvera i hardvera i široku primenu.",{},{"id":660,"data":661,"type":544,"tunes":663},"431523b335",{"text":662},"Važna promena je da je Zstd integrisan u DirectStorage-ov okvir za dekompresiju, sa CPU i GPU putanjama.",{},{"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","Gde se izvršava",[13,13],{"id":673,"label":674,"values":675},"advantage","Potencijalna prednost",[13,13],{"id":677,"label":678,"values":679},"cost","Glavni trošak",[13,13],{"id":681,"label":682,"values":683},"best","Najbolji izbor",[13,13],"CPU vs GPU dekompresija","table",[687,690],{"id":688,"label":689},"cpu","CPU dekompresija",{"id":691,"label":692},"gpu","GPU dekompresija","comparison",{},{"id":696,"data":697,"type":572,"tunes":699},"c6262b2b30",{"text":698,"level":47},"GPU dekompresija i dalje troši GPU resurse",{},{"id":701,"data":702,"type":544,"tunes":704},"b4cde1abf8",{"text":703},"GPU dekompresija nije besplatna.",{},{"id":706,"data":707,"type":544,"tunes":709},"9a58b4b286",{"text":708},"DirectStorage koristi staging bafere u VRAM-u za koordinaciju komprimovanog ulaza i dekomprimovanog izlaza. Microsoft upozorava da preveliki staging bafer može da oduzme memoriju od renderovanja, dok premali može da smanji propusnost jer zahtevi moraju da čekaju.",{},{"id":711,"data":712,"type":544,"tunes":714},"4a44c060ae",{"text":713},"Dakle, GPU dekompresija stvara još jedan problem balansiranja: smanjiti CPU rad bez prevelikog oduzimanja GPU memorije ili računarske snage od renderovanja.",{},{"id":716,"data":717,"type":722,"tunes":723},"3f3babfc82",{"url":718,"title":719,"excerpt":720,"ctaLabel":721},"https:\u002F\u002Ffigure.rocks\u002Fsr\u002Fblog\u002Fvram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","Korišćenje VRAM-a nije zahtev za VRAM-om: Zašto pun memetar ne govori celu priču","Zašto su VRAM kapacitet, budžeti rezidentnosti i radni setovi važniji od jednog broja za korišćenje memorije.","Pročitajte VRAM vodič","referralArticle",{},{"id":725,"data":726,"type":572,"tunes":728},"a942fbe973",{"text":727,"level":47},"Zašto je Zstd važan u poređenju sa starijom DirectStorage kompresijom",{},{"id":730,"data":731,"type":544,"tunes":733},"ef8a3b3ba5",{"text":732},"DirectStorage je već podržavao GDeflate, format kompresije dizajniran za paralelnu GPU dekompresiju.",{},{"id":735,"data":736,"type":544,"tunes":738},"84da708009",{"text":737},"Zstd dodaje drugačiju opciju: široko korišćen otvoreni standard kompresije sa jakim stepenom kompresije i opsežnim alatima.",{},{"id":740,"data":741,"type":544,"tunes":743},"e402caab8b",{"text":742},"Microsoft takođe objavljuje open-source GPU Zstd dekompresioni compute shader kao osnovu koju proizvođači GPU-a mogu dodatno optimizovati.",{},{"id":745,"data":746,"type":544,"tunes":748},"6ff4e34bf6",{"text":747},"Početni shader je optimizovan za delove od 256 KB ili manje, što odgovara uobičajenim obrascima pakovanja igara orijentisanih na streaming.",{},{"id":750,"data":751,"type":572,"tunes":753},"4328a25e36",{"text":752,"level":47},"Trougao troškova streaminga asseta",{},{"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","Veličina instalacije",[13,13],{"id":763,"label":764,"values":765},"io","Storage I\u002FO",[13,13],{"id":767,"label":768,"values":769},"runtime","Runtime CPU\u002FGPU rad",[13,13],"Kompresija menja tri različita troška",[772,775],{"id":773,"label":774},"benefit","Šta kompresija može smanjiti",{"id":677,"label":776},"Šta može povećati",{},{"id":779,"data":780,"type":572,"tunes":782},"5d30690c89",{"text":781,"level":47},"Šta radi Game Asset Conditioning Library",{},{"id":784,"data":785,"type":544,"tunes":787},"25b7db1be9",{"text":786},"Microsoft je predstavio Game Asset Conditioning Library, ili GACL, uz DirectStorage 1.4.",{},{"id":789,"data":790,"type":544,"tunes":792},"c68144d961",{"text":791},"GACL ne zamenjuje Zstd. Priprema određene game assete kako bi Zstd mogao efikasnije da ih komprimuje.",{},{"id":794,"data":795,"type":544,"tunes":797},"4a4b7bfc11",{"text":796},"Podaci tekstura su glavni cilj jer teksture često čine veliki deo veličine paketa modernih igara.",{},{"id":799,"data":800,"type":572,"tunes":802},"7fe0a2d504",{"text":801,"level":47},"Šta „conditioning“ znači jednostavnim jezikom",{},{"id":804,"data":805,"type":544,"tunes":807},"96a5e493d3",{"text":806},"Conditioning znači preuređivanje ili blago modifikovanje podataka pre kompresije kako bi kompresor mogao da pronađe korisnije obrasce.",{},{"id":809,"data":810,"type":544,"tunes":812},"cb4a8a997c",{"text":811},"Za blokovski kompresovane teksture, GACL može da promeni raspored bajtova pre Zstd kompresije. DirectStorage poništava tu transformaciju nakon dekompresije.",{},{"id":814,"data":815,"type":544,"tunes":817},"55267a13ca",{"text":816},"GACL takođe uključuje tehnike smanjenja entropije koje mogu namerno da pojednostave neke informacije o teksturi kako bi se bolje kompresovale.",{},{"id":819,"data":820,"type":552,"tunes":824},"540deb670e",{"body":821,"title":822,"variant":823},"GACL uključuje i \u003Cstrong>transformacije bez gubitaka\u003C\u002Fstrong> i \u003Cstrong>optimizaciju teksture sa gubicima\u003C\u002Fstrong>. Bolja kompresija ponekad može da dođe od prihvatanja kontrolisane količine vizuelne greške.","Nije svaki režim conditioning-a bez gubitaka","warning",{},{"id":826,"data":827,"type":572,"tunes":829},"9836ed86ae",{"text":828,"level":47},"Gde mašinsko učenje ulazi u GACL",{},{"id":831,"data":832,"type":544,"tunes":834},"4d663da4d4",{"text":833},"Microsoft-ovo Component-Level Entropy Reduction, ili CLER, koristi mašinsko učenje kao deo procesa za smanjenje entropije teksture.",{},{"id":836,"data":837,"type":544,"tunes":839},"79c4cad150",{"text":838},"Svrha nije generisanje tekstura u realnom vremenu. Rad mašinskog učenja je deo pripreme podataka o teksturi kako bi finalna kompresovana reprezentacija mogla da postane manja uz zadržavanje prihvatljivog vizuelnog kvaliteta.",{},{"id":841,"data":842,"type":544,"tunes":844},"99085e4c77",{"text":843},"To čini GACL optimizacijom sadržajnog pipeline-a, a ne generativnim AI sistemom u igri.",{},{"id":846,"data":847,"type":572,"tunes":849},"14d13e675d",{"text":848,"level":47},"Do 50% bolja kompresija ne znači da svaka igra postaje 50% manja",{},{"id":851,"data":852,"type":544,"tunes":854},"aaeb908807",{"text":853},"Microsoft kaže da GACL može da obezbedi do 50% poboljšanja u Zstd kompresionim odnosima za odgovarajuće resurse.",{},{"id":856,"data":857,"type":544,"tunes":859},"57085743b1",{"text":858},"To nije isto kao reći da se cela instalacija igre smanjuje za 50%.",{},{"id":861,"data":862,"type":544,"tunes":864},"8e4feee49d",{"text":863},"Stvarni uticaj zavisi od toga koji resursi su kondicionirani, koliko su kompresibilni, koliki deo igre predstavljaju i da li su tehnike sa gubicima prihvatljive.",{},{"id":866,"data":867,"type":572,"tunes":869},"2cd6a2b721",{"text":868,"level":47},"Test tvrdnje o kompresiji",{},{"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. Pitajte šta se kompresuje","Samo teksture, svi resursi ili kompletna instalacija?",{"label":878,"description":879},"2. Pitajte koja je osnova za poređenje","Nekompresovani podaci, GDeflate, stare Zstd postavke ili neki drugi pakovani format?",{"label":881,"description":882},"3. Proverite da li je tehnika bez gubitaka","Manji rezultat može da uključuje kontrolisani gubitak kvaliteta.",{"label":884,"description":885},"4. Razdvojite veličinu fajla od performansi učitavanja","Bolja kompresija smanjuje broj pročitanih bajtova, ali dekompresija i dalje košta vreme.",{"label":887,"description":888},"5. Proverite CPU\u002FGPU putanju","Isti kompresovani podaci mogu da se ponašaju različito u zavisnosti od toga gde se dekompresija izvršava.",{"label":890,"description":891},"6. Izmerite kompletan pipeline","Propusnost skladišta, vreme dekompresije, korišćenje staging memorije i konačna spremnost resursa su svi važni.","Kako pravilno čitati tvrdnju o kompresiji igre",{},{"id":895,"data":896,"type":572,"tunes":898},"0ada530e08",{"text":897,"level":47},"Zašto zamena DirectStorage DLL-ova u igri ne omogućava Zstd",{},{"id":900,"data":901,"type":544,"tunes":903},"4da8a4e81a",{"text":902},"Ovo je posebno važan nesporazum.",{},{"id":905,"data":906,"type":544,"tunes":908},"2e03f9f3b4",{"text":907},"Microsoft je eksplicitno odgovorio na ovo nakon najave DirectStorage 1.4: zamena DirectStorage DLL fajlova u postojećoj igri ne aktivira nove preview funkcije.",{},{"id":910,"data":911,"type":544,"tunes":913},"f62e4bf14a",{"text":912},"Sredstva igre moraju biti autorizovana i kompresovana pomoću Zstd tokom procesa izgradnje, opciono GACL kondicioniranje mora se obaviti pre isporuke, a sama igra mora pozvati odgovarajuće DirectStorage API-je.",{},{"id":915,"data":916,"type":552,"tunes":919},"0eb0a84749",{"body":917,"title":918,"variant":602},"Fajlovi na disku, njihov format kompresije i integracija sa engine-om moraju već biti dizajnirani za DirectStorage 1.4.","Runtime DLL ne može prepisati pipeline sredstava igre",{},{"id":921,"data":922,"type":572,"tunes":924},"acb0fb0c0e",{"text":923,"level":47},"Zašto brži SSD-ovi ne uklanjaju trošak dekompresije",{},{"id":926,"data":927,"type":544,"tunes":929},"17a8cecdd3",{"text":928},"Izuzetno brz SSD može smanjiti vreme potrebno za čitanje kompresovanih bajtova, ali ne uklanja vreme potrebno da se ti bajtovi pretvore u upotrebljiva sredstva.",{},{"id":931,"data":932,"type":544,"tunes":934},"b4fa0ab639",{"text":933},"Kako skladište postaje brže, relativna važnost dekompresije, pripreme sredstava, GPU upload-a i obrade na strani engine-a postaje veća.",{},{"id":936,"data":937,"type":544,"tunes":939},"8e24a111c3",{"text":938},"Upravo zato je DirectStorage evoluirao izvan sirovog I\u002FO.",{},{"id":941,"data":942,"type":572,"tunes":944},"06446ca61f",{"text":943,"level":47},"Test pipeline-a vremena učitavanja",{},{"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. Izmerite vreme čitanja skladišta","Koliko vremena je potrebno da se isporuče kompresovani bajtovi sredstava?",{"label":953,"description":954},"2. Izmerite dekompresiju","Koliko CPU ili GPU vremena se troši na ekspanziju podataka?",{"label":956,"description":957},"3. Izmerite čekanje u redu i staging","Da li zahtevi čekaju jer su staging baferi ili GPU redovi zasićeni?",{"label":959,"description":960},"4. Izmerite upload i kreiranje resursa","Koliko vremena prođe pre nego što dekompresovani podaci postanu upotrebljiv GPU resurs?",{"label":962,"description":963},"5. Izmerite rad na strani engine-a","Šejderi, kreiranje objekata, postavljanje sveta i registracija sredstava mogu i dalje dominirati učitavanjem.",{"label":965,"description":966},"6. Popravite najsporiju fazu","Brži SSD pomaže samo kada je I\u002FO skladišta zaista ograničavajući deo.","Kako dijagnostikovati da li je skladište zaista usko grlo",{},{"id":970,"data":971,"type":572,"tunes":973},"571576014a",{"text":972,"level":47},"Zašto je ovo važno za streaming otvorenog sveta",{},{"id":975,"data":976,"type":544,"tunes":978},"806314e0fe",{"text":977},"Igre otvorenog sveta neprekidno premeštaju podatke o sredstvima dok igrač prelazi mapu.",{},{"id":980,"data":981,"type":544,"tunes":983},"7bb8a063e0",{"text":982},"To znači da streaming sredstava nije samo smanjenje ekrana za učitavanje. Pipeline mora da isporuči, dekompresuje i pripremi podatke dok se igranje nastavlja.",{},{"id":985,"data":986,"type":544,"tunes":988},"012c8cf647",{"text":987},"Kodek sa jakim odnosom kompresije može smanjiti broj bajtova koji se vuku iz skladišta, dok brza GPU dekompresija može pomoći da CPU vreme ostane dostupno za simulaciju.",{},{"id":990,"data":991,"type":544,"tunes":993},"f978c83ceb",{"text":992},"Ali ako je sam GPU već zasićen, premeštanje posla dekompresije tamo može zahtevati pažljivo zakazivanje.",{},{"id":995,"data":996,"type":572,"tunes":998},"ba6e748605",{"text":997,"level":47},"DirectStorage 1.4 takođe poboljšava vidljivost GPU zakazivanja",{},{"id":1000,"data":1001,"type":544,"tunes":1003},"d858b01445",{"text":1002},"DirectStorage 1.4 dodaje podršku za D3D12 CreatorID za interne komandne redove kojima upravlja.",{},{"id":1005,"data":1006,"type":544,"tunes":1008},"34afe0ff59",{"text":1007},"Svrha je da se pomogne DirectStorage radnim opterećenjima da predvidljivije učestvuju u D3D12 grupisanju redova i zakazivanju GPU izvršavanja.",{},{"id":1010,"data":1011,"type":544,"tunes":1013},"37941fcc6e",{"text":1012},"Ovo je važno jer se dekompresija sada takmiči za isti GPU ekosistem kao renderovanje i drugi računarski poslovi.",{},{"id":1015,"data":1016,"type":572,"tunes":1018},"b48d791481",{"text":1017,"level":47},"Šta GPU proizvođači rade sledeće",{},{"id":1020,"data":1021,"type":544,"tunes":1023},"8e92b40d82",{"text":1022},"Microsoft kaže da AMD, Intel, NVIDIA i Qualcomm rade na optimizacijama Zstd-a specifičnim za hardver i drajvere.",{},{"id":1025,"data":1026,"type":544,"tunes":1028},"fe70c63125",{"text":1027},"AMD i NVIDIA su javno naznačili da je optimizovana podrška ciljana za drugu polovinu 2026. godine, dok su Intel i Qualcomm takođe opisali tekući rad na platformi.",{},{"id":1030,"data":1031,"type":544,"tunes":1033},"b32885f619",{"text":1032},"To znači da je javni DirectStorage GPU šejder osnovna linija, a ne nužno konačna putanja performansi za budući hardver.",{},{"id":1035,"data":1036,"type":572,"tunes":1038},"5bdd394fbe",{"text":1037,"level":47},"Šta bi promenilo ovaj odgovor?",{},{"id":1040,"data":1041,"type":544,"tunes":1043},"df440ec666",{"text":1042},"DirectStorage 1.4 je još uvek javni pregled. Konačni API, performanse Zstd šejdera, GACL podrška i prodavcem optimizovane putanje drajvera mogu se promeniti.",{},{"id":1045,"data":1046,"type":544,"tunes":1048},"032ea5afdc",{"text":1047},"Ako budući uređaji za skladištenje dodaju standardizovanu hardversku dekompresiju integrisanu u PC pipeline sredstava, jasna razdvojenost između „SSD čitanja“ i „CPU\u002FGPU dekompresije“ mogla bi postati manje apsolutna. To danas nije normalan model DirectStorage 1.4.",{},{"id":1050,"data":1051,"type":572,"tunes":1053},"76422e49b2",{"text":1052,"level":47},"Ograničenja",{},{"id":1055,"data":1056,"type":544,"tunes":1058},"014e638d31",{"text":1057},"Ovaj članak objašnjava trenutnu javnu arhitekturu Microsoft DirectStorage 1.4 pregleda. Ne tvrdi da će svaka igra koja koristi DirectStorage koristiti Zstd, GPU dekompresiju ili GACL.",{},{"id":1060,"data":1061,"type":544,"tunes":1063},"7dd689e651",{"text":1062},"Microsoft-ove izjave o odnosu kompresije i performansama su tehnološke tvrdnje dobavljača platforme. Stvarni rezultati igara zavise od mešavine sredstava, podešavanja kompresije, hardvera, drajvera i integracije sa engine-om.",{},{"id":1065,"data":1066,"type":572,"tunes":1068},"b7bbbdd494",{"text":1067,"level":47},"Zaključak",{},{"id":1070,"data":1071,"type":544,"tunes":1073},"6c07e0bffd",{"text":1072},"DirectStorage 1.4 je lakše razumeti kada se poslovi razdvoje.",{},{"id":1075,"data":1076,"type":544,"tunes":1078},"325ad9669f",{"text":1077},"SSD premešta komprimovane bajtove. DirectStorage zakazuje prenos. Zstd definiše kako se podaci komprimuju. CPU ili GPU ih dekomprimuju. GACL može pripremiti neka sredstva tako da ih Zstd efikasnije komprimuje. Game engine zatim koristi gotovo sredstvo.",{},{"id":1080,"data":1081,"type":544,"tunes":1083},"0a7990db5b",{"text":1082},"Brži SSD je samo jedan deo tog lanca.",{},{"id":1085,"data":1086,"type":572,"tunes":1088},"b9347644f5",{"text":1087,"level":47},"Česta pitanja",{},{"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","Ne. SSD čita komprimovane podatke. DirectStorage koordinira I\u002FO, dok CPU ili GPU obavljaju dekompresiju.","Da li DirectStorage čini da SSD dekomprimuje sredstva igre?",{"id":1098,"answer":1099,"question":1100},"faq2","Javni pregled dodaje Zstandard kompresiju, podršku za CPU\u002FGPU dekompresiju, integraciju Game Asset Conditioning Library i poboljšanu identifikaciju D3D12 redova.","Šta je novo u DirectStorage 1.4?",{"id":1102,"answer":1103,"question":1104},"faq3","Ne. Microsoft kaže da sredstva moraju biti napravljena sa Zstd\u002FGACL i da igra mora eksplicitno koristiti nove API-je.","Mogu li da zamenim DirectStorage DLL igre da omogućim Zstd?",{"id":1106,"answer":1107,"question":1108},"faq4","Ne. Koristi GPU računanje, propusni opseg i staging bafere, iako može smanjiti opterećenje CPU-a.","Da li je GPU dekompresija besplatna?",{"id":1110,"answer":1111,"question":1112},"faq5","Priprema sredstva igre, posebno teksture, tako da ih Zstd može efikasnije komprimovati. Neke metode su bez gubitaka, a neke sa gubicima.","Šta radi GACL?",{"id":1114,"answer":1115,"question":1116},"faq6","Ne. Brojka se odnosi na odgovarajuća pripremljena sredstva, ne automatski na celu instalaciju igre.","Da li do 50% bolja kompresija znači da igra postaje 50% manja?","DirectStorage 1.4 i Zstd jednostavnim jezikom","faq",{},{"id":1121,"data":1122,"type":572,"tunes":1124},"578cca7c13",{"text":1123,"level":47},"Pojmovnik",{},{"id":1126,"data":1127,"type":1157,"tunes":1158},"314ad428b8",{"title":1128,"entries":1129},"Ključni pojmovi DirectStorage 1.4",[1130,1134,1138,1141,1145,1149,1153],{"term":1131,"anchor":1132,"definition":1133},"DirectStorage","directstorage","Microsoft-ov API iz DirectX porodice za I\u002FO sredstava igre visokog protoka i dekompresiju na Windows-u.",{"term":1135,"anchor":1136,"definition":1137},"Zstandard (Zstd)","zstd","Otvoreni format kompresije dodat u DirectStorage 1.4 za sredstva igre.",{"term":692,"anchor":1139,"definition":1140},"gpu-decompression","Razvijanje komprimovanih podataka korišćenjem GPU računanja umesto obavljanja cele dekompresije na CPU-u.",{"term":1142,"anchor":1143,"definition":1144},"Staging bafer","staging-buffer","Privremena GPU memorija koju DirectStorage koristi za koordinaciju tokova komprimovanih i dekomprimovanih podataka.",{"term":1146,"anchor":1147,"definition":1148},"GACL","gacl","Microsoft-ova Game Asset Conditioning Library, koja priprema sredstva za poboljšanje efikasnosti kompresije.",{"term":1150,"anchor":1151,"definition":1152},"Trougao troškova strimovanja sredstava","asset-streaming-cost-triangle","Figure Rocks model koji razdvaja veličinu skladištenja, I\u002FO saobraćaj i trošak dekompresije u vreme izvršavanja.",{"term":1154,"anchor":1155,"definition":1156},"Test tvrdnji o kompresiji","compression-claim-test","Figure Rocks kontrolna lista za tumačenje tvrdnji o kompresiji proverom obima sredstava, osnovne linije, gubitka kvaliteta i troška u vreme izvršavanja.","glossary",{},{"id":1160,"data":1161,"type":572,"tunes":1163},"ba9a367e9e",{"text":1162,"level":47},"Primarni izvori",{},{"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 dodaje Zstandard","Zvanična najava iz marta 2026. koja pokriva Zstd, CPU\u002FGPU dekompresiju, GACL, planove optimizacije za GPU proizvođače i pregled 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 — DirectStorage SDK i API","Zvanična stranica izdanja sa listom funkcija pregleda DirectStorage 1.4 i statusom paketa.",{},{"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","Zvanični repozitorijum koji sadrži primere, benchmark-ove za GPU dekompresiju i smernice za implementaciju 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 — Smernice za DirectStorage programere","Zvanične smernice koje objašnjavaju tok komprimovanih podataka, GPU dekompresiju, staging bafere i kompromise u memoriji.",{},{"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 — Biblioteka za pripremu korišćenja resursa u igrama","Zvanična dokumentacija koja pokriva pripremu tekstura, Zstd, shuffle transformacije i tehnike smanjenja entropije.",{},"2.31","DirectStorage 1.4 dodaje Zstandard kompresiju, GPU dekompresiju i novu biblioteku Game Asset Conditioning Library, ali SSD je i dalje samo jedan deo pipeline-a za učitavanje. Ovaj vodič objašnjava šta zapravo rade SSD, DirectStorage, CPU, GPU i sam engine igre.","\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,"Исправке за стриминг и IO","streaming-and-io-fixes",{"id":1234,"name":1235,"slug":1236},65,"У\u002FИ и застоји у складиштењу","io-and-storage-stutter",{"id":1238,"name":1239,"slug":1240},237,"Стримовање и IO","streaming-and-io",{"id":1242,"name":1243,"slug":1244},152,"VRAM и стримовање","vram-and-streaming",{"id":283,"login":1246,"email":1247,"displayName":1248},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1250,1783],{"lang":8,"title":1251,"content":1252,"contentJson":1253,"excerpt":1782},"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":1781},1790405876557,[1256,1260,1265,1270,1274,1278,1298,1303,1307,1311,1315,1319,1323,1327,1331,1335,1339,1343,1347,1351,1373,1377,1381,1385,1389,1396,1400,1404,1408,1412,1416,1420,1438,1442,1446,1450,1454,1458,1462,1466,1470,1475,1479,1483,1487,1491,1495,1499,1503,1507,1511,1534,1538,1542,1546,1550,1555,1559,1563,1567,1571,1575,1598,1602,1606,1610,1614,1618,1622,1626,1630,1634,1638,1642,1646,1650,1654,1658,1662,1666,1670,1674,1678,1682,1686,1690,1694,1717,1721,1743,1747,1754,1761,1767,1774],{"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":1437},{"rows":1422,"title":1431,"layout":685,"columns":1432},[1423,1426,1428],{"id":759,"label":1424,"values":1425},"Installation size",[13,13],{"id":763,"label":764,"values":1427},[13,13],{"id":767,"label":1429,"values":1430},"Runtime CPU\u002FGPU work",[13,13],"Compression changes three different costs",[1433,1435],{"id":773,"label":1434},"What compression can reduce",{"id":677,"label":1436},"What it can increase",{},{"id":779,"data":1439,"type":572,"tunes":1441},{"text":1440,"level":47},"What the Game Asset Conditioning Library does",{},{"id":784,"data":1443,"type":544,"tunes":1445},{"text":1444},"Microsoft introduced the Game Asset Conditioning Library, or GACL, alongside DirectStorage 1.4.",{},{"id":789,"data":1447,"type":544,"tunes":1449},{"text":1448},"GACL does not replace Zstd. It prepares certain game assets so Zstd can compress them more effectively.",{},{"id":794,"data":1451,"type":544,"tunes":1453},{"text":1452},"Texture data is a major target because textures often make up a large share of modern game-package size.",{},{"id":799,"data":1455,"type":572,"tunes":1457},{"text":1456,"level":47},"What “conditioning” means in plain English",{},{"id":804,"data":1459,"type":544,"tunes":1461},{"text":1460},"Conditioning means rearranging or slightly modifying the data before compression so the compressor can find more useful patterns.",{},{"id":809,"data":1463,"type":544,"tunes":1465},{"text":1464},"For block-compressed textures, GACL can shuffle the byte layout before Zstd compression. DirectStorage reverses that transform after decompression.",{},{"id":814,"data":1467,"type":544,"tunes":1469},{"text":1468},"GACL also includes entropy-reduction techniques that can deliberately simplify some texture information to make it compress better.",{},{"id":819,"data":1471,"type":552,"tunes":1474},{"body":1472,"title":1473,"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":1476,"type":572,"tunes":1478},{"text":1477,"level":47},"Where machine learning enters GACL",{},{"id":831,"data":1480,"type":544,"tunes":1482},{"text":1481},"Microsoft's Component-Level Entropy Reduction, or CLER, uses machine learning as part of the process for reducing texture entropy.",{},{"id":836,"data":1484,"type":544,"tunes":1486},{"text":1485},"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":1488,"type":544,"tunes":1490},{"text":1489},"That makes GACL a content-pipeline optimization rather than an in-game generative AI system.",{},{"id":846,"data":1492,"type":572,"tunes":1494},{"text":1493,"level":47},"Up to 50% better compression does not mean every game becomes 50% smaller",{},{"id":851,"data":1496,"type":544,"tunes":1498},{"text":1497},"Microsoft says GACL can deliver up to a 50% improvement in Zstd compression ratios for suitable assets.",{},{"id":856,"data":1500,"type":544,"tunes":1502},{"text":1501},"That is not the same as saying an entire game installation shrinks by 50%.",{},{"id":861,"data":1504,"type":544,"tunes":1506},{"text":1505},"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":1508,"type":572,"tunes":1510},{"text":1509,"level":47},"The Compression Claim Test",{},{"id":871,"data":1512,"type":595,"tunes":1533},{"steps":1513,"title":1532,"orientation":594},[1514,1517,1520,1523,1526,1529],{"label":1515,"description":1516},"1. Ask what is being compressed","Textures only, all assets, or the complete installation?",{"label":1518,"description":1519},"2. Ask what the comparison baseline is","Uncompressed data, GDeflate, old Zstd settings or another packaged format?",{"label":1521,"description":1522},"3. Check whether the technique is lossless","A smaller result may include controlled quality loss.",{"label":1524,"description":1525},"4. Separate file size from load performance","Better compression reduces bytes read but decompression still costs time.",{"label":1527,"description":1528},"5. Check CPU\u002FGPU path","The same compressed data can behave differently depending on where decompression executes.",{"label":1530,"description":1531},"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":1535,"type":572,"tunes":1537},{"text":1536,"level":47},"Why replacing DirectStorage DLLs in a game does not enable Zstd",{},{"id":900,"data":1539,"type":544,"tunes":1541},{"text":1540},"This is an especially important misunderstanding.",{},{"id":905,"data":1543,"type":544,"tunes":1545},{"text":1544},"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":1547,"type":544,"tunes":1549},{"text":1548},"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":1551,"type":552,"tunes":1554},{"body":1552,"title":1553,"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":1556,"type":572,"tunes":1558},{"text":1557,"level":47},"Why faster SSDs do not remove decompression cost",{},{"id":926,"data":1560,"type":544,"tunes":1562},{"text":1561},"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":1564,"type":544,"tunes":1566},{"text":1565},"As storage becomes faster, the relative importance of decompression, asset preparation, GPU upload and engine-side processing becomes larger.",{},{"id":936,"data":1568,"type":544,"tunes":1570},{"text":1569},"That is exactly why DirectStorage has evolved beyond raw I\u002FO.",{},{"id":941,"data":1572,"type":572,"tunes":1574},{"text":1573,"level":47},"The Load-Time Pipeline Test",{},{"id":946,"data":1576,"type":595,"tunes":1597},{"steps":1577,"title":1596,"orientation":594},[1578,1581,1584,1587,1590,1593],{"label":1579,"description":1580},"1. Measure storage read time","How long does it take to deliver the compressed asset bytes?",{"label":1582,"description":1583},"2. Measure decompression","How much CPU or GPU time is spent expanding the data?",{"label":1585,"description":1586},"3. Measure queueing and staging","Are requests waiting because staging buffers or GPU queues are saturated?",{"label":1588,"description":1589},"4. Measure upload and resource creation","How long before the decompressed data becomes a usable GPU resource?",{"label":1591,"description":1592},"5. Measure engine-side work","Shaders, object creation, world setup and asset registration may still dominate loading.",{"label":1594,"description":1595},"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":1599,"type":572,"tunes":1601},{"text":1600,"level":47},"Why this matters for open-world streaming",{},{"id":975,"data":1603,"type":544,"tunes":1605},{"text":1604},"Open-world games continuously move asset data as the player crosses the map.",{},{"id":980,"data":1607,"type":544,"tunes":1609},{"text":1608},"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":1611,"type":544,"tunes":1613},{"text":1612},"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":1615,"type":544,"tunes":1617},{"text":1616},"But if the GPU itself is already saturated, moving decompression work there may need careful scheduling.",{},{"id":995,"data":1619,"type":572,"tunes":1621},{"text":1620,"level":47},"DirectStorage 1.4 also improves GPU scheduling visibility",{},{"id":1000,"data":1623,"type":544,"tunes":1625},{"text":1624},"DirectStorage 1.4 adds D3D12 CreatorID support for the internal command queues it manages.",{},{"id":1005,"data":1627,"type":544,"tunes":1629},{"text":1628},"The purpose is to help DirectStorage workloads participate more predictably in D3D12 queue grouping and GPU execution scheduling.",{},{"id":1010,"data":1631,"type":544,"tunes":1633},{"text":1632},"This matters because decompression is now competing for the same GPU ecosystem as rendering and other compute work.",{},{"id":1015,"data":1635,"type":572,"tunes":1637},{"text":1636,"level":47},"What GPU vendors are doing next",{},{"id":1020,"data":1639,"type":544,"tunes":1641},{"text":1640},"Microsoft says AMD, Intel, NVIDIA and Qualcomm are working on hardware- and driver-specific Zstd optimizations.",{},{"id":1025,"data":1643,"type":544,"tunes":1645},{"text":1644},"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":1647,"type":544,"tunes":1649},{"text":1648},"That means the public DirectStorage GPU shader is a baseline, not necessarily the final performance path for future hardware.",{},{"id":1035,"data":1651,"type":572,"tunes":1653},{"text":1652,"level":47},"What would change this answer?",{},{"id":1040,"data":1655,"type":544,"tunes":1657},{"text":1656},"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":1659,"type":544,"tunes":1661},{"text":1660},"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":1663,"type":572,"tunes":1665},{"text":1664,"level":47},"Limitations",{},{"id":1055,"data":1667,"type":544,"tunes":1669},{"text":1668},"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":1671,"type":544,"tunes":1673},{"text":1672},"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":1675,"type":572,"tunes":1677},{"text":1676,"level":47},"Conclusion",{},{"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":1693},{"text":1692,"level":47},"FAQ",{},{"id":1090,"data":1695,"type":1118,"tunes":1716},{"items":1696,"title":1715},[1697,1700,1703,1706,1709,1712],{"id":1094,"answer":1698,"question":1699},"No. The SSD reads compressed data. DirectStorage coordinates the I\u002FO, while the CPU or GPU performs decompression.","Does DirectStorage make the SSD decompress game assets?",{"id":1098,"answer":1701,"question":1702},"The public preview adds Zstandard compression, CPU\u002FGPU decompression support, Game Asset Conditioning Library integration and improved D3D12 queue identification.","What is new in DirectStorage 1.4?",{"id":1102,"answer":1704,"question":1705},"No. Microsoft says the assets must be built with Zstd\u002FGACL and the game must explicitly use the new APIs.","Can I replace a game's DirectStorage DLL to enable Zstd?",{"id":1106,"answer":1707,"question":1708},"No. It uses GPU compute, bandwidth and staging buffers, although it can reduce CPU load.","Is GPU decompression free?",{"id":1110,"answer":1710,"question":1711},"It conditions game assets, especially textures, so Zstd can compress them more effectively. Some methods are lossless and some are lossy.","What does GACL do?",{"id":1114,"answer":1713,"question":1714},"No. The figure applies to suitable conditioned assets, not automatically to the entire game installation.","Does up to 50% better compression mean a game becomes 50% smaller?","DirectStorage 1.4 and Zstd in plain English",{},{"id":1121,"data":1718,"type":572,"tunes":1720},{"text":1719,"level":47},"Glossary",{},{"id":1126,"data":1722,"type":1157,"tunes":1742},{"title":1723,"entries":1724},"Key DirectStorage 1.4 terms",[1725,1727,1729,1731,1734,1736,1739],{"term":1131,"anchor":1132,"definition":1726},"Microsoft's DirectX-family API for high-throughput game-asset I\u002FO and decompression on Windows.",{"term":1135,"anchor":1136,"definition":1728},"An open compression format added to DirectStorage 1.4 for game assets.",{"term":1371,"anchor":1139,"definition":1730},"Expanding compressed data using GPU compute instead of doing all decompression on the CPU.",{"term":1732,"anchor":1143,"definition":1733},"Staging buffer","Temporary GPU memory used by DirectStorage to coordinate compressed and decompressed data flows.",{"term":1146,"anchor":1147,"definition":1735},"Microsoft's Game Asset Conditioning Library, which prepares assets to improve compression efficiency.",{"term":1737,"anchor":1151,"definition":1738},"Asset Streaming Cost Triangle","A Figure Rocks model separating storage size, I\u002FO traffic and runtime decompression cost.",{"term":1740,"anchor":1155,"definition":1741},"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":1744,"type":572,"tunes":1746},{"text":1745,"level":47},"Primary sources",{},{"id":1165,"data":1748,"type":1172,"tunes":1753},{"link":1167,"meta":1749},{"image":1750,"title":1751,"description":1752},{"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":1755,"type":1172,"tunes":1760},{"link":1177,"meta":1756},{"image":1757,"title":1758,"description":1759},{"url":13},"Microsoft DirectX — DirectStorage SDK & API","Official release page listing DirectStorage 1.4 preview features and package status.",{},{"id":1184,"data":1762,"type":1172,"tunes":1766},{"link":1186,"meta":1763},{"image":1764,"title":1189,"description":1765},{"url":13},"Official repository containing samples, GPU decompression benchmarks and DirectStorage implementation guidance.",{},{"id":1193,"data":1768,"type":1172,"tunes":1773},{"link":1195,"meta":1769},{"image":1770,"title":1771,"description":1772},{"url":13},"Microsoft — DirectStorage Developer Guidance","Official guidance explaining compressed-data flow, GPU decompression, staging buffers and memory trade-offs.",{},{"id":1202,"data":1775,"type":1172,"tunes":1780},{"link":1204,"meta":1776},{"image":1777,"title":1778,"description":1779},{"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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Koristite ovu trijažu da zaustavite skokove pri ulasku u nove oblasti.","2026-02-20T11:30:00.000Z",{"id":2148,"slug":2149,"title":2150,"excerpt":2151,"featuredImage":2152,"publishedAt":2153},"441","vram-usage-is-not-vram-requirement-why-a-full-memory-meter-does-not-tell-the-whole-story","Iskorišćenost VRAM-a nije zahtev za VRAM-om: Zašto pun memetar ne govori celu priču","Videti 7,8 GB iskorišćeno na grafičkoj kartici od 8 GB može izgledati kao dokaz da je igri ponestalo VRAM-a. Nije tako jednostavno. Ovaj vodič objašnjava kapacitet VRAM-a, budžete rezidentnosti, radne skupove, deljenu memoriju i kako utvrditi da li pritisak na memoriju zaista izaziva seckanje.","\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":2155,"slug":2156,"title":2157,"excerpt":2158,"featuredImage":14,"publishedAt":2159},"221","storage-streaming-stutter-fixes-when-assets-cant-keep-up","Rešenja za seckanje pri strimovanju sa skladišta: Kada aseti ne mogu da isprate","Zastajkivanje pri strimovanju se dešava kada se učitavaju nove oblasti: ograničenja skladišta, dekompresije ili strimovanja aseta. Koristite ovaj redosled rešenja pre nego što smanjite svako grafičko podešavanje.","2026-02-20T21:00:00.000Z",{"id":2161,"slug":2162,"title":2163,"excerpt":2164,"featuredImage":2165,"publishedAt":2166},"448","rtx-neural-texture-compression-is-not-upscaling-how-ai-can-trade-texture-memory-for-gpu-compute","RTX Neural Texture Compression nije nadogradnja: Kako AI može da razmeni memoriju tekstura za GPU računanje","NVIDIA RTX Neural Texture Compression menja način na koji se materijali u igrama mogu čuvati. 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