Earlier quoted context omitted.
good idea : one why chitty etxture quality, one with average, one with quality texture. They have done this on web-videos. Why not on video games files ?
They do, the Xbox calls it smart delivery.
Faster LZ is not the answer to 150-250 GB video game downloads
201–210 of 267 posts
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#202Earlier quoted context omitted.
You can add lossless compression, like Kraken, on top of that. PS5 has hardware accelerated Kraken decompression. And you can encode textures for GPU in a way that is better compressable with lossless algorithms.
Hardware accelerated is still not zero cost. Plus if you are publishing for the other console and/or PC there is a question as to whether you want to do the extra work for one platform.
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#203Re: Faster LZ is not the answer to 150-250 GB video game downloads
#204Original Size: 93.1 GB -> Repack Size: from 35.5 GB [Selective Download]
Original Size: 3.1 GB -> Repack Size: 844 MB
And these are lossless, bit for bit reproductions. In many cases assets (audio, video, images/textures) could be using lossy compression for even greater reduction in size with no significant loss in perceived quality (but maybe some loss of advertising/bragging rights).
The downside is, some effort is required packing it: https://fitgirl-repacks.site/new-compression-algorithm/
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#205Earlier quoted context omitted.
Your statement that some games in the past have used uncompressed assets is a non-sequitur. Has any game in the past 5 years that has an install size >100gb used uncompressed assets? I would be very very surprised! The likelihood of this being the case on PS5 or XSX hardware is approximately zero. Yes I’m familiar with the infamous uncompressed audio in Titanfall.
Hitman would be very notable example. Fortnite almost got to 100 gigs when they enabled some kind of asset compression.
Fortnite didn’t publish what they did. But I promise it’s not “bEnableCompression=true”. Compression is used up and down the stack with the utmost of care. Even the older games that didn’t use compression did so only after great consideration of the trade offs.
“Games as a Service” games like Fortnite, Destiny, and Call of Duty have often bloated and then been optimized. The fix is never bEnableCompression. It’s more about how the content is sliced and packaged. How to efficiently serve new content is a really tricky problem. And a somewhat new problem that didn’t exist 10 years ago. At least for consoles.
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#206Earlier quoted context omitted.
In the Beyond All Reason (still "alpha") RTS, the game itself is only a couple Go, but maps are downloaded on the fly, because downloading all of the featured ones would take a dozen Go.
what is 'Go' as a unit? size? time?
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#207Earlier quoted context omitted.
Saying "They take hundreds of gigs because they don't use ANY compression." is absurd when you immediately have to caveat that codecs like BC7 are used for texture data, which makes up a large portion of the shipped data. Sony included dedicated compression support in the PS5, licensed from a leading middleware company, specifically to make it easier to use compression in games. Games are using it. I don't know why y…
>immediately have to caveat Yeah, I could've indicated better that I'm talking about on-disk compression of files. >Sony included dedicated compression support in the PS5, licensed from a leading middleware company, specifically to make it easier to use compression in games. Games are using it. Not really if we look at 3rd party games. Jedi Survivor is likely not using that since it takes 147 gigs on PS5 and only 139…
You're talking nonsense. I worked on Fortnite and have direct experience with it and the HW decompression on PS5. I can even point you to the patch [0] where Fortnite enabled oodle compression and shrunk the game by 60GB.
[0] https://twitter.com/FortniteStatus/status/131867784125345382...
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#208Well, whatever the repackers (e.g. Fitgirl) use seems to work a lot better than what the game publishers use (often no compression at all). Original Size: 93.1 GB -> Repack Size: from 35.5 GB [Selective Download] Original Size: 3.1 GB -> Repack Size: 844 MB And these are lossless, bit for bit reproductions. In many cases assets (audio, video, images/textures) could be using lossy compression for even greater reductio…
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#209Earlier quoted context omitted.
Sorry, the fact that Xbox version is smaller confused me. What might be the reason for Xbox install being 20 gigs smaller than PS5 one given that PS5 compression is generally better?
Great question, I’m not sure off the top of my head though. Maybe this is really the annoying copying that ps4/5 do where you basically need twice the disk space when installing https://www.pushsquare.com/guides/why-does-ps5-ps4-copying-u...
Re: Faster LZ is not the answer to 150-250 GB video game downloads
#210Well, whatever the repackers (e.g. Fitgirl) use seems to work a lot better than what the game publishers use (often no compression at all). Original Size: 93.1 GB -> Repack Size: from 35.5 GB [Selective Download] Original Size: 3.1 GB -> Repack Size: 844 MB And these are lossless, bit for bit reproductions. In many cases assets (audio, video, images/textures) could be using lossy compression for even greater reductio…
Another downside is obscene time it takes to unpack FG releases.
If you're on a metered connection (common in many of the more forgotten parts of the world), the bloated download costs you real money or is simply not possible (or you have to spread it over several periods of data allowance).