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2023 Upgrade Decompression Breakthrough Puzzle Popular Game Console to Release Fun and Creativity,Adult Meetings, Daily Work and Life, etc (Blue+Pink)

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In Windows 10, command queue scheduling contention can occur between DirectStorage copy and compute command queues, and application-managed copy and compute command queues. Head of Performance Psychology at the UKSI, Dr Kate Hays, explained: “Utilising knowledge from research both in sport and the military, alongside extensive practical experience, we have evolved existing decompression processes. We have created this process to help all involved in the Games to transition from one cycle to the next in the most effective manner possible. This hopefully provides the opportunity to reflect on and recognize what has been experienced, gain a sense of closure, and facilitate a smoother transition to what comes next. The technology this game boasts has always confused me. It simply looks like a more advanced version of portals or non-contiguous zone transitions found in older game engines. I know I've seen this sort of shifting in UT2004 and HL2 maps, although a much more primitive version of it based off scripted events or static boundaries. No DirectStorage required.The difference I believe, is how they're filling memory. Older techniques would essentially have two levels in memory at any given time. That way you could switch immediately, by just teleporting the player, at the cost of cutting your maximum level size in half. Insomniac appears to be switching between full-scale 10-12gb levels on a console with only 16gb of memory. Which means they only have one level in memory at a time.

With Moore’s law ending, we can no longer expect to get “free” performance improvements from serial processors. Achieving maximum end-to-end throughput with DirectStorage with GPU decompression requires enqueuing a sufficient number of read requests, to keep the pipeline fully saturated. For ray-traced 1440p gameplay at high settings, the demands shift another notch up to an RTX 3070/RX 6800 XT and an i5-11600K/Ryzen 5 5600X. Then for users who want to crank all the visuals to the max at 4K resolution, the system requirements jump up to an RTX 4080/RX 7900 XTX and a Core i7-12700K/Ryzen 9 5900X. Now, developers have a better solution. NVIDIA collaborated with Microsoft and IHV partners to develop GDeflate for DirectStorage 1.1, an open standard for GPU compression. The current Game Ready Driver (version 526.47) contains NVIDIA RTX IO technology, including optimizations for GDeflate. GDeflate: An Open GPU Compression Standard GPU decompression is supported on all DirectX 12 + Shader Model 6.0 GPUs. However, one of the benefits of DirectStorage 1.1 is that GPU hardware vendors can provide additional optimizations for their hardware, called metacommands. For more information about support for these metacommands from our partners, see the links below. As always, we recommend updating to the latest drivers for your gaming hardware for the best performance.This is an early preview of the sample; performance numbers vary with different workloads/hardware. During decompression, there will be time for congratulations on what has been achieved, contextualizing experiences and for the management of expectations concerning return to training or moving on to the next chapter. The request is eligible for GPU decompression if the request’s destination is a D3D12 resource – i.e., it is one of:

Start as early in the development process as possible to avoid needing to drastically reconfigure existing workloads. The four phases of the decompression process are as follows and the EIS Psychology Team will facilitate guidance around ‘Time Zero’ (stage 2) and training on ‘Process the Emotion’ (stage 3):The Xbox Velocity Architecture was designed as the ultimate solution for game asset streaming in the next generation. This radical reinvention of the traditional I/O subsystem directly influenced all aspects of the Xbox Series X design. If our custom designed processor is at the heart of the Xbox Series X, the Xbox Velocity Architecture is the soul. Through a deep integration of hardware and software innovation, the Xbox Velocity Architecture will power next-gen gaming experiences unlike anything you have seen before. For those who compete, coach or form the vital support teams around athletes, the Olympic and Paralympic journey is full of emotion, from elation to disappointment and everything in between. Each Games is unique and the postponement of Tokyo 2020, the on-going pandemic and the COVID safe measures at the Games, are just some of the additional factors that will contribute to the waves of emotion that all involved are likely to go through.

I also agree, this has been a long time coming to for PC games. We have had RTX IO since the 30 series launch and AMD has Smart Access Storage to implement DirectStorage. Experiencing a range of emotions before, during and after the Games is completely normal and in a bid to help athletes and support staff to positively process the emotional experience of the Tokyo 2020 Games, the UK Sports Institute’s (UKSI) Psychology team will be working closely with sports on a post-Games period of Performance Decompression. This applies to those who have attended the Games, and those providing remote support whether technical or operational. We have all been in this together. bigdragon said:I had a blast playing Rift Apart on a PS5. I don't see myself buying it again though. For those who haven't played, this is a solid R&C game! Definitely a fun and entertaining experience.This won’t have a significant effect on end-to-end throughput. However, it may result in variation in latency when delivering the resource contents to their final locations.

Try to keep disk files accessed by DirectStorage separate from files accessed by other I/O APIs. Shared file use across different I/O APIs may result in the loss of bypass I/O improvements. A: DangerZone appears to generate most of their geometry on the fly a la Minecraft. While this is impressive, certainly, it isn't at all comparable to loading data from the disk. CPUs (even Intel Core 2 Duos) can spin out meshes faster than even most SSDs can, let alone hard disks. However, a note I would say is in previous games, any semblance of warping or shifting instantly was likely because that part of the level exists, it's just in a place you would never normally get to. Source engine games for instance have a maximum map size of about 2048 feet in all directions (although this somewhat misleading, since the map size is 32,768 units in each direction and the defacto scale is 16 units = 1 foot). You can fit a lot of stuff in that volume. There are a wide variety of compression formats available – developers choose among these by considering the compression ratio and runtime performance of the codec. With DirectStorage 1.1, we present a new compression format, contributed by NVIDIA, called GDeflate.At the same time, recent advances in I/O technology have dramatically improved available I/O bandwidth on the end user system. It’s typical to see a consumer system equipped with a PCIe Gen3 or Gen4 NVMe device, capable of delivering up to 7 GB/s of data bandwidth. Figure 2. Processing cycles of various data compressed formats compared to varying staging buffer sizes Rather than thinking in terms of compressing files, it is better to think about compressing streams. For this reason, the DirectStorage SDK does not ship with a standalone tool for compressing files. Instances of the IDStorageCompressionCodec interface can be used for this. Use DStorageCreateCompressionCodec with DSTORAGE_COMPRESSION_FORMAT_GDEFLATE to obtain an instance of the GDeflate codec. This can be used to compress (and decompress) streams. See the MiniArchive project in the BulkLoadDemo sample for an example of this in action. Compressing Assets on non-Windows platforms

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