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Anyone knows how long it takes for oodlrec to parse cyberpunk?
It's really damn slow, was wondering if anyone knows how long it's expected to go for. Update: takes scooter ~4 hrs to get to 4.2% |
Cyberpunk 2077 (Based on Codex) English Only
Original Size : 59GB (Excluding 3 GB Bonus Content) Repack Size : 39.5 GB Method : oo2reck+srep+xz (LOLZ much better but very slow) Use oodle7 file from \bin\x64\ Compression time : 18hours Decompression time : 2hr50m on 4core 8gb ram HDD |
Cyberpunk 2077
English Only
Original Size : 59.6GB Repack Size : 40.1 GB >>>>> 59.6GB> 125GB > 84.5GB > 40.1GB Method : xtool+srep:m3f:l512:m512+4x4:lzma:a1:mfbt4:32m:fb2 73:mc10000:lc8+diskspan:4.25GB:4.32GB Use oodle7 file from \bin\x64\ Compression Time : 4Hours Decompression Time : 70Min on 6Core 16GB Ram |RZ1600 Arc: Code:
[External compressor:xtool] |
Spent ages patching videos out of Cyberpunk 2077 just for bpk to do that endless extraction thing.
What a waste of time :( Managed to get it to 36.9GB by patched out videos but since bpk does that thing you can only use srep leading to a 37.5GB repack (xtool + srep + lolz). For the audio packs, xtool+srep+lzma2 (lolz is not worth it) I am going to post my data sheet, here's all the videos with their decimal locations from the game ranging from largest size to smallest size (40mb) - all smaller ones were ignored. Code:
basegame_5_video.archive |
@Masquerade
Code:
0000000000000017.kb2 |
@kaktor I get no such "motion data warn" on the files I've patched.
And the file you tried works also for me, but on the credits video, example: 00000000000001ea.kb2 It's stuck |
Yeah then it's something like a bug inside bpk or something. I compared two videos from this (0000000000000017.kb2 + 00000000000001ea.kb2) with RADTools but they seem to be identical (except for the duration and w/h ofcourse).
I'm corious: Did you test it with the exe file from binkpack? |
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Grand Theft Auto V (1.0.350.1)
1. Audio files (x64\audio\*) 16.6Gb>15.6GB : lzt:49
2. Other rpf files except x64d.rpf 42GB> 16.2GB : xtool:mzlib+preflate:c256mb+srep:m2f:l1024+4x4:lzm a:64mb:normal:bt4:273:mc1000:lc8 3. x64d.rpf 1.68GB>1.31GB : bpk 4. Everything else 100MB>70.1MB : -mx Total: 60.4GB > 33.3GB |
What is the best compression method for Rocket League (Epic Games official Version)
Also, if anyone could link me to a tutorial which teaches how to compressit, that'd be a help. U have UltraArc, just don't know how that works and what options to select. |
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(providing the epic game version is same as steam version) |
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I used bpk+cp_2077(Xtools 2020)+xzlib+srep_new+lolz_mtx to achieve 48% compession i.e. from 12.9gb to 6.3gb. Hope this helps anyone else in the future. I think this is the absolute best conversion achievable since Fitgirl's old steam version was converted from 11.1gb to 5.5 i.e. also ~48% Also any moderator looking at this you could add this to the Specific Game Index. |
Your chain does not make any sense, just saying.
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1. There's no need for bpk since there's no bink videos in this game 2. Why are you using the cyberpunk 2077 precompressor on not cyberpunk 2077?????? :confused::confused::confused: 3. xzlib - we're getting somewhere, but this game is made in unreal engine 3 and is compressed with lzo and not zlib (zlib is ue4) - which is why you need to use UELR [Unreal Engine LZO Recompressor] 4. srep, great! 5. lolz_mtx - this has been proven to be slower IIRC and not worth whatever result you get. If you want a fast compression, use lzma2. |
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