Seagate added two new high-performance solutions to its industry-leading line of storage for gamers. The Seagate FireCuda 520 PCIe Gen4 x4 SSD and the FireCuda Gaming Dock featuring 4 TB of HDD storag... Seagate releases FireCuda Gaming Storage Solutions
430 bucks for a 2TB PCIe Gen4 unit sounds ok to me, but with 3600 TB(W) it's getting reeealy juicy...
' play the game. ' We all know Game , gamer, gamer's, gaming ,means jack crap , but the kids love that word - every PC item you buy with any of these makes you the bee's knee's or your penis bigger. It's a mental stimulant that acts like HGH
Oh noes so if your ssd does not have a gaming title you can not game your games will have up to 1 billion p.second delay do you know how big of a number is 1 billion? Like super big! Those are a lot of pico seconds !
Sometimes i wonder why there is no proper tiered storage implementation build in to windows , how awesome it would be an nvm ssd in front of sata ssd in front of a huge hdd .
superfetch is just with the available ram you have i am talking on a much bigger scale what i am picturing is something like store mi ...but build in natively and brand agnostic .
I was joking about lazy game developers. I suspect such tiered storage solution is needed only for enterprise server editions of Windows.
Automatic storage tiering is supported by Storage Spaces in Windows Server 2012 R2 and 2016, as well as Storage Spaces Direct in Windows Server 2016 Datacenter Edition. https://blogs.technet.microsoft.com...rage-space-tiering-in-windows-server-2012-r2/ https://blogs.technet.microsoft.com...age-spaces-tiering-in-windows-server-2012-r2/ https://docs.microsoft.com/en-us/wi...storage-spaces/storage-spaces-direct-overview https://blog.cdemi.io/caching-and-storage-tiering-in-storage-spaces-direct/
Actually, one of the reasons some games take so much installation space is because developers still assume HDD is the prevailing storage medium (incl. consoles) and as a result many assets are duplicated dozens or hundreds of times over, to reduce the access latency. Of course, for any half-decent SSD this is completely redundant, so one could actually say that developers have already being "coding" for spinning rust.
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How duplicating assets reduces access latency? If code uses one asset instead of 100 it only needs to be loaded one time not 100.
You are aware that this is called re-using. Duplication would be load one tree 100 times and then render each tree one time.