Previously, in September 2020, Microsoft confirmed that it would integrate this technology into the Windows operating system, allowing games running on the platform to take advantage of this technology.
Direct Storage is a technology that takes advantage of the speed of NVMe SSD storage drives, with bandwidth up to GBs per second to load game content quickly.
According to the US tech giant, current storage drivers are not optimized for the newer methods of loading game data, resulting in bottlenecks and prolonged game load times. , even while using an NVMe SSD. In addition, most game content must be decompressed before being transferred to the graphics card for processing.
Meanwhile, Direct Storage solves the above problems by dividing each part of game content and applying the most modern decompression technology to shorten information processing time.
In mid-2021, Microsoft released a preview of Direct Storage for developers. However, according to The Verge, so far there are no games that support this technology. One of the first games to support the new technology is Square Enix’s Forspoken, scheduled to release on Windows and PS5 in October 2022.
Other game publishers may just be starting to work on integrating this fast game loading technology. Therefore, players will have to wait a bit longer for Direct Storage to become popular, especially in the context that not everyone has switched to NVMe SSD hard drives.
Windows 11 will deliver the full experience, but Windows 10 gamers will also feel some improvements with supported titles.
On March 22, Microsoft will introduce Direct Storage at the Game Developers Conference (GDC), which is expected to give some tips and instructions for developers to get started. Luminous, the publisher of the Forspoken game, will also have a presentation sharing experience on integrating this technology into its latest game.
Vinh Ngo (according to Engadget)
A Microsoft marketing leader chose “Windows” as the name of the computer operating system because the word was used frequently in the early days of the graphical interface.