microsoft/DirectStorage

Staging buffer sizes should be per-queue

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A per-process one-size-fits-all might work for games on Xbox, but working on a high-end PC content creation tool this is just not working for me. 4K uncompressed textures (development build, content creation, background async compression while live reloading etc) need a large staging buffer size, while during sculpting geometry I can live with much smaller sizes and I want the VA / BAR address space.

In DirectStorage, the staging buffer is shared between all the queues, and so in the current design it doesn't really make sense to think about different sized staging buffers for different queues.