A cache is essentially a copy of active data that sits between the application and back-end storage, such as cheap disk drives. In contrast, storage tiering places data on multiple types of media (faster, more expensive versus cheaper, slower) depending on the activity of the data itself.
djchump wrote:Yer man's claims in that 2nd vid that worst cast it'll be as slow as your slowest storage, but in good cases as fast as the fastest storage is rather disproved by the first video benchmarks. First runs we're atrocious, and even after caching (or tiering or whatever you want to call it) to the faster storage some of the games still loaded slower.
The point of read cache is to (a) prefetch sequential data and have next block ready for you before you ask for it and (b) store it for some time in the fast memory in case you’ll decide to read it again shortly afterwards. The point of write cache is to (a) rearrange random writes into series of sequential writes, (b) allow you to edit data before committing it to storage (if you write the same block twice, only one write operation will be performed on media) and © smooth down the write bursts/spikes into something more manageable by media. The point of tiered storage is to virtualize the storage. The data is stored on fast or slow media, depending on access frequency. It’s essentially the same as having system/software/games on SSD and videos/music/backup images on HDD, only you see just one disk of combined capacity and usually you don’t have to manage it, data moves between physical drives automagically.
And no, neither cache nor tiered storage will allow you to read data stored on “spinning rust” faster than it’s physically possible to read data stored on “spinning rust”.
My mistake, I skipped too quickly through the first vid and misread the 2nd run warcraft load times.GurtTractor wrote:djchump wrote:Yer man's claims in that 2nd vid that worst cast it'll be as slow as your slowest storage, but in good cases as fast as the fastest storage is rather disproved by the first video benchmarks. First runs we're atrocious, and even after caching (or tiering or whatever you want to call it) to the faster storage some of the games still loaded slower.
Ashes load time was identical between optimised StoreMI and SSD - 18:14
It's slower initally probably due to it basically just using what's on the HDD begin with, and the background monitoring and working out of where to put things.
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