Nvidia RTX 5090 apparently handles DirectStorage GPU decompression better than RTX 4090

RTX 5090 HERO
(Image credit: Nvidia)

Microsoft's DirectStorage API has been known to have weird performance quirks with GPU decompression. However, YouTuber Compusemble claims that Nvidia's latest GeForce RTX 5090 GPU handles GPU decompression better than the prior generation RTX 4090, showing less of a performance gap when using GPU decompression vs CPU decompression.

The YouTuber benchmarked two games with DirectStorage (DS) support, Ratchet and Clank: Rift Apart and Spider-Man 2. The games were tested with DirectStorage GPU decompression and CPU decompression, on an RTX 5090 at 4k, 1440p, and 1080p resolutions. Note that no RTX 4090 tests were shown for comparison, which has an a priori assumption that DS causes a loss of performance.

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Aaron Klotz
Contributing Writer

Aaron Klotz is a contributing writer for Tom’s Hardware, covering news related to computer hardware such as CPUs, and graphics cards.

  • HyperMatrix
    “Direct Storage still negatively impacts performance in GPU bound scenarios with the RTX 5000 series and should be disabled.”

    I’ve been disabling direct storage for a while now after I saw my CPU was sitting at 20% utilization while GPU was maxed out. No point taxing your most limited resource.
    Reply
  • mikeztm
    HyperMatrix said:
    “Direct Storage still negatively impacts performance in GPU bound scenarios with the RTX 5000 series and should be disabled.”

    I’ve been disabling direct storage for a while now after I saw my CPU was sitting at 20% utilization while GPU was maxed out. No point taxing your most limited resource.
    There’s no way to turn it off if the game is using gdeflate compression. That mean the whole game is compressed using DirectStorage format and can only be read via DirectStorage API. Monster Hunter Wilds falls into this category and by now I would say DirectStorage is hurting the industry more than the gains. PC are not ready for a console like texture streaming compression since we don’t have universal memory and no hardware decompress unit.

    DirectStorage with GPU decompress is basically emulating the hardware unit in Xbox Series and PS5 using software shader code. It’s awful to run either on CPU or GPU. We need that unit to be part of our GPU just like how media decoder/encoder works today.
    Reply
  • SethNW
    Yeah, it is almost like it depends on how CPU or GPU bound you are... If you are doing overkill graphic card and are CPU bound, offlpading some work to GPU will increase performance. And if GPU is maxed out, adding more work to it will only reduce performance of it's other tasks and offloading to CPU will help. I mean almost like you don't want to add more work to whatever is maxed out on utilization... Or in other words, I am shocked and amazed. :-D
    Reply
  • mikeztm
    SethNW said:
    Yeah, it is almost like it depends on how CPU or GPU bound you are... If you are doing overkill graphic card and are CPU bound, offlpading some work to GPU will increase performance. And if GPU is maxed out, adding more work to it will only reduce performance of it's other tasks and offloading to CPU will help. I mean almost like you don't want to add more work to whatever is maxed out on utilization... Or in other words, I am shocked and amazed. :-D
    This workload should be optimized towards GPU and the GPU should run circle around CPU so that you would never want it to run on the CPU. But instead we got this workload that is chocking the GPU.

    Xbox and PS5 does this with dedicated decompression unit so it never hit GPU or CPU. This is basically a technique to avoid asking for a PCIe Gen5 NVMe driver as minimum requirement. But our PC isn’t ready for this until we got that hardware unit built in.
    Reply