Sampler Feedback is a new Direct3D feature that describes how textures and location details are captured and recorded on screen; without it, so far the developers are seeing this opaque detail, with less quality and requiring more effort from Hardware to produce independent frames for streaming.
How Sampler Answer works
Take for example Xbox Series X, its SSD is faster at a theoretical reading speed of 2.4 GB / s and decompression Hardware should be multiplied that level of graphics using a custom algorithm called BCPack. New strategies are needed to be able to take advantage of that bandwidth effectively, and that when you broadcast from a console the gaming performance is not punished.
Response Sampler uses the results of a relay framework to determine which structure should be studied by memory. The idea is that most of the graphics stored in the memory does so with very low data quality, but since the game requires a high resolution configuration, it is loaded with the next frame. Basically stores the remaining frame extracted from memory for later use.
Each text is made up of what they have called "Mifmaps", which is a collection of small continuous versions of each layer of each layer. Engineers are using these beautifully designed buildings that have divided large construction into The smaller frames can be loaded individually streamline the process and improve performance.
For example, a 1024 x 1024 text can be made with a frame with 64 128 x 128 frames. Your Mifmap can have 512 x 512 frames made of 16 128 x 128 frames and a very small 256 x texture. 256 are made up of 4 frames and a small overlap of additional views.
One of these tiles can be downloaded to memory or simply stored for later use. When the GPU provides an event, it looks for the specific tiles on the specific Mapmaps they need. Sempler Extension Sempler helps whenever a GPU has to load a tile, it can break down which frame you need and any other information. If the mosaic you need is out of memory, the basement version will be used save the work to the GPU
This means that after providing the CPU with more information on exactly what tiles are needed, you can quickly compare this data to what has already been uploaded and eventually end up with a list of GPU requirements but which you don't have. The CPU can keep track of newly needed tiles that you can download to free memory.
How does console SSD improve its streaming performance
There are two factors that determine how fast SSD can work: application size (how much data goes in) and queue depth (how many requests are received in parallel). For SSDs, 4K or 1-deep readouts are a normal "random" task and usually slow. On the contrary, 128 KB reads in depth of line 16 work much better.
With 128 x 128 tiles and 4 bytes per pixel, the tile is 64 KB. Multiple fabrics such as standard and color will be required at the same time, so they load and load together, so after compressing the size can be 64 KB or more. Because the CPU knows what formats are always needed, it can get them in line as fast, as it means when it comes to moving texture you will benefit greatly from the increased bandwidth provided by SSD.
Continuing with the Xbox Series X model, if the post-crash load speed is 3.8 GB / s, this would allow for uploading 64 MB per frame at 60 FPS; this is fast enough to load up to 1000 frames per frame, equivalent to a single 4096 x 4096 text.
In other words, with this technology Sampler Feedback will undoubtedly have better performance and better design quality, especially for broadcasting because it will have small charge of GPU and CPU through the maximum bandwidth provided by SSD.