Seagate releases FireCuda Gaming Storage Solutions

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430 bucks for a 2TB PCIe Gen4 unit sounds ok to me, but with 3600 TB(W) it's getting reeealy juicy... 🙂
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And... what's the gaming related part in there? I fail to see it tbh.
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fantaskarsef:

And... what's the gaming related part in there? I fail to see it tbh.
LED illumination bro - makes you game harder and faster
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Now I need it!!
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' play the game. ' We all know Game , gamer, gamer's, gaming ,means jack shit , 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 😛
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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 !
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The day when game developers will code with NVMe only in mind is coming...
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mbk1969:

The day when game developers will code with NVMe only in mind is coming...
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 .
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Venix:

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 .
what do you think superfetch is......
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Astyanax:

what do you think superfetch is......
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 .
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Venix:

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 .
I was joking about lazy game developers. I suspect such tiered storage solution is needed only for enterprise server editions of Windows.
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mbk1969:

The day when game developers will code with NVMe only in mind is coming...
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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fellix:

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.
How duplicating assets reduces access latency? If code uses one asset instead of 100 it only needs to be loaded one time not 100.
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mbk1969:

How duplicating assets reduces access latency? If code uses one asset instead of 100 it only needs to be loaded one time not 100.
Load one tree, use it 100 times. The duplication is of that one asset in rendering a hundred tree's.
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Astyanax:

Load one tree, use it 100 times. The duplication is of that one asset in rendering a hundred tree's.
You are aware that this is called re-using. Duplication would be load one tree 100 times and then render each tree one time.