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Microsoft Releases DirectStorage 1.4 Preview

Microsoft Releases DirectStorage 1.4 Preview
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🇨🇳Read original on cnBeta (Full RSS)

💡MS GPU storage API update speeds data to VRAM—vital for AI sims/games

⚡ 30-Second TL;DR

What Changed

DirectStorage 1.4 public preview released

Why It Matters

Boosts game dev performance; relevant for AI workloads needing fast GPU data loading in high-throughput scenarios.

What To Do Next

Download DirectStorage 1.4 preview from Microsoft Docs and integrate into your Unity/Unreal project for load testing.

Who should care:Developers & AI Engineers

Key Points

  • DirectStorage 1.4 public preview released
  • NVMe SSD to GPU direct data transfer bypasses CPU
  • 1.1 added GPU asset decompression
  • 1.2 introduced API for runtime path queries and optimizations
  • 1.3 added EnqueueRequests API

🧠 Deep Insight

Background and context from public sources — not the original article. 7 sources cited.

🔑 Enhanced Key Takeaways

  • DirectStorage 1.4 introduces Zstandard (Zstd) compression support for both CPU and GPU decompression, with an open-sourced GPU decompression compute shader optimized for 256KB chunks.[1][2][3]
  • Game Asset Conditioning Library (GACL) is a new pipeline toolset that standardizes asset conditioning and compression, including shuffle transform types specified via DSTORAGE_GACL_SHUFFLE_TRANSFORM_TYPE.[1][2]
  • Added D3D12 CreatorID support through DSTORAGE_CONFIGURATION2 and DStorageSetConfiguration2 for improved GPU command queue parallelization and execution scheduling.[2][3]
  • Buffered file IO support enables use on HDDs benefiting from OS caching, plus IDStorageQueue2::GetCompressionSupport API for runtime path queries.[2]
  • Announced at GDC 2026 DirectX State of the Union session on March 11, with partnerships from Intel and NVIDIA for Zstd optimizations.[3][5]

🛠️ Technical Deep Dive

  • Zstd integration via IDStorageQueue's EnqueueRequest API and DStorageCreateCompressionCodec with DSTORAGE_COMPRESSION_FORMAT_ZSTD; supports multi-tier CPU/GPU decompression.[2][3]
  • D3D12 CreatorID configuration: New DSTORAGE_CONFIGURATION2 struct with global CreatorID field; set via DStorageSetConfiguration2() to group command queues per device.[2][3]
  • GACL features: DSTORAGE_GACL_SHUFFLE_TRANSFORM_TYPE enum in DSTORAGE_REQUEST_OPTIONS struct for request-level shuffle transforms.[2]
  • Buffered IO: New flag for enabling OS file caching on HDDs; IDStorageQueue2::GetCompressionSupport indicates decompression path for GPU formats.[2]
  • Open-sourced Zstd GPU shader on GitHub, initially for ≤256KB chunks, with planned performance expansions.[3]

🔮 Future ImplicationsAI analysis grounded in cited sources

NVIDIA Zstd optimizations for GeForce RTX GPUs arrive in second half of 2026
NVIDIA announced tailored decompression optimizations for Zstd in DirectStorage arriving later in 2026.[3]
Intel to share Zstd performance improvements on its GPUs in coming months
Intel is co-engineering Zstd tuning with Microsoft and plans to publish results soon.[3]
Shader Explorer live analysis capabilities expand later in 2026
Microsoft outlined deeper live shader analysis features for Shader Explorer coming later in 2026.[1]

Timeline

2021-11
DirectStorage 1.0 initial release with NVMe-to-GPU data transfer.
2022-05
DirectStorage 1.1 adds GPU decompression support for GDeflate.
2023-03
DirectStorage 1.2 introduces runtime path queries and optimizations.
2024-06
DirectStorage 1.3 releases EnqueueRequests API for enhanced I/O scheduling.
2026-03
DirectStorage 1.4 public preview with Zstd, GACL at GDC 2026.
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