AMD has introduced DGF SuperCompression, or DGFS, as a storage-focused layer for its Dense Geometry Format, aiming to deliver about 22% smaller geometry asset files when paired with GDeflate.
The company said it designed the method to reduce the storage burden of large game worlds by shrinking dense geometry data on consumer SSDs before streaming assets into memory.
DGFS works like a compressed archive, so developers must decode assets before use. AMD currently uses a CPU-based decoder for real-time streaming and may later explore GPU-accelerated decoding.
DGFS does not support memory-resident compression. After streaming and unpacking DGFS data, the system converts it back to standard DGF format for GPU processing during rendering.
The compression layer builds on DGF’s block-based structure, which packs meshlets of up to 64 vertices or triangles into 128-byte containers. AMD says the approach supports greater geometric detail than traditional tessellation pipelines.
The announcement positions DGFS within AMD’s broader effort to make increasingly detailed game assets easier to store and stream on mainstream gaming hardware.