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nvidia rtx io or gdeflate to improve IO performance and offload CPU storage tasks


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Posted

Is there any plan by ED of using Nvidia RTX IO or Gdeflate to improve IO perfomance and texture handling in DCS?

In my opinion, (and as user with old CPU) anything that can offload CPU workloads is an improvement. Furthermore RTX IO (as per Nvidia docs) is compatible both with DirectX and Vulkan.

https://www.nvidia.com/en-us/geforce/news/rtx-io-for-geforce-gpus-available-now/

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Posted (edited)

isn't "direct storage" what you are asking for really? in the end it doesn't matter really matter how exactly the "direct storage" data-streaming is archieved, but it will matter, if it is vendor agnostic or not.

that said, this is surely a technology that would make sense with DCS, however i'm also sure that ED could alleviate all IO/texture bottlenecks, if they would finally start to properly master/optimize their assets/textures instead of just continueing to push 4k auxiliary maps for even the tiniest of objects. it's a waste of rescources and while retooling the whole spaghetticode renderpipeline probably is a daunting and very difficult task, simply optimizing assets and establishing optimization workflows for future assets is just plain old busywork and nothing more!

Edited by twistking
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Posted

Well, for me it doesn’t matter if ED can improve performance and offload CPU workloads using nvidia’s implementation, or their own. But I wanted to know if ED already is aware of, and they evaluated the use in DCS as a way to solve some of the pending issues in 2.9. 

 

I5 12600KF - 32 GB DDR4 - Nvidia RTX 4060 - SSD + NVME

Nadie es un completo inutil, por lo menos sirve de mal ejemplo.

 

Posted
isn't "direct storage" what you are asking for really? in the end it doesn't matter really matter how exactly the "direct storage" data-streaming is archieved, but it will matter, if it is vendor agnostic or not.

that said, this is surely a technology that would make sense with DCS, however i'm also sure that ED could alleviate all IO/texture bottlenecks, if they would finally start to properly master/optimize their assets/textures instead of just continueing to push 4k auxiliary maps for even the tiniest of objects. it's a waste of rescources and while retooling the whole spaghetticode renderpipeline probably is a daunting and very difficult task, simply optimizing assets and establishing optimization workflows for future assets is just plain old busywork and nothing more!
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