The Windows DirectStorage API feature is only available in Windows 11. It was announced as part of the Xbox® Velocity Architecture last year to take advantage of the high I/O capability of modern day NVMe SSDs. DirectStorage-enabled applications and games have several technologies such as D3D Direct3D decompression/compression algorithm designed for the GPU, and SFS Sampler Feedback Streaming that uses the previous rendered frame results to decide which higher resolution texture frames to be loaded into memory of the GPU and rendered for the real-time gaming experience.
The original SAN was not always Storage Area Network. SAN had a twin nomenclature called System Area Network (SAN) back in the late 90s. Fibre Channelfabric topology (THE Storage Area Network) was only starting to take off when many of the Fibre Channel topologies at the time were either FC-AL (Fibre Channel Arbitrated Loop) or Point-to-Point. So, for a while SAN was System Area Network, or at least that was what Microsoft® wanted it to be. That SAN obviously did not take off.
System Area Network (architecture shown below) presented a high speed network where server clusters can communicate. The communication protocol of choice was VIA (Virtual Interface Adapter), and the proposed applications, notably the Microsoft® SQL Server, would use Winsock API to interface with the network services. Cache coherency in the combined memory resources of a clustered network is often the technology to ensure data synchronization, consistency and integrity.
Alas, System Area Network did not truly take off, and now it is pretty much deprecated from the Microsoft® universe.