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#1
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A plague tale requiem (1.4.0.0 - build 10113825)
Code:
Game Size: 47/4 GB Code:
xtool:c256mb:mzlib:mpreflate:dd3+4x4:lzma:a1:mfbt4:32m:fb273:mc128:lc8 Code:
30.5 GB Code:
xtool:mreflate:dd3+4x4:lzma:a1:mfbt4:32m:fb273:mc1024:lc8 Code:
32.3 GB Last edited by Gehrman; 10-03-2023 at 16:03. |
| The Following User Says Thank You to Gehrman For This Useful Post: | ||
JustFun (12-03-2023) | ||
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#2
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A Plague Tale: Requiem
v1.4.0.0, ripped languages from soundbanks Code:
10:58:07 - Selected ARC/DS method for Data1a-01.bin was: xtool:mreflate+xtool:db:dd3+4x4:lzma 10:58:07 - Selected ARC/DS method for Data1b-01.bin was: xtool:db:dd3+4x4:lzma ------------------------------------------------------------------------------------------------------------------------------------------- 12:16:24 - Overall input size: 47.48 GB 12:16:24 - Overall output size: 29.86 GB (Ratio 62.89%) 12:16:24 - Overall conversion time: 01:18:16
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| The Following User Says Thank You to KaktoR For This Useful Post: | ||
JustFun (12-03-2023) | ||
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#3
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Dead Space Remake
Code:
Library loaded: zstd_145\libzstd.dll Streams: 7656/7657 Time: 00:00:16 (00:01:33) Memory: 177 MB (177 MB) Results: 230 MB >> 478 MB Code:
20:14:55 - Selected ARC/DS method for Data1a-01.bin was: xtool:mzstd:zstd_145+xtool:db:dd3+4x4:lzma 20:14:55 - Selected ARC/DS method for Data1b-01.bin was: xtool:db:dd3+4x4:lzma ------------------------------------------------------------------------------------------------------------------------------------------- 21:32:58 - Overall input size: 36.32 GB 21:32:58 - Overall output size: 26.31 GB (Ratio 72.45%) 21:32:58 - Overall conversion time: 01:18:01 ------------------------------------------------------------------------------------------------------------------------------------------- 21:57:32 - Overall decompression time: 00:23:12 21:57:32 - All files have been successfully extracted!
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Last edited by KaktoR; 29-01-2023 at 13:10. |
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#4
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Days Gone woes vol. 2
Seems like no matter how I go about attempting to pre-compress this title, I'm unable to pick up all the oodle streams, as a last resort I'm going to try unpacking the core 2 "*.pak" archives as a dirty solution and see if any gains can be had with this approach. Attached image displays my last two attempts to process all the Oodle streams with XTool (0.6.9).
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#6
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PowerWash Simulator [v1.1]
Use SREP v3.2 due to crash on newer versions. Don't use XTool built in deduplication. Code:
xtool_unity+srep+lolz |
| The Following 2 Users Say Thank You to Masquerade For This Useful Post: | ||
JustFun (12-03-2023), Redmist2013 (05-02-2025) | ||
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#7
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Interesting results from packing significantly recoded H.264 video
A while back I took a shot at a title, "Trek to Yomi", which contains ~260mb of H.264 video, encoded at an exceedingly silly bit-rate. Linked here is a sample of my re-encoding.
The below figure should speak for itself, but after tuning ffmpeg a fair bit, I managed to get quite an extraordinary outcome, coupled with srep & lolz, a result of a 328x improvement with a near imperceivable loss in fidelity. ![]() Has anyone else had any similar success stories? It's got me wondering how and why these algorithms were able to process these lower bit-rate frames in such an efficient manner compared to the original lossless files. (And yes before anyone asks I did verify the archives to be valid) |
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#8
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For the records:
I recommend use CRF (lets say ,its constant quality) instead of targeting bitrate. |
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#9
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Constant Rate Factor (CRF) encoding is pretty much mandatory I'd argue for producing any quality lossy videos. You can still use the available switches cap the maximum bit-rate as well manipulating the VBV buffer. I'd also recommend testing the various available tuning profiles (not to be confused with H.264 profiles or ffmpeg encoding presets) within ffmpeg especially if you're dealing with 2D video, as you can get some noticeable ratio improvements for a slightly longer encoding time.
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#10
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Then give a shot for
Selur's Hybrid. Not ffmpeg. I used it for encode TBs of x265 movies.. Last edited by shazzla; 02-02-2023 at 00:32. |
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#11
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Days Gone
xtool (0.3.21) + srep + lolz
42.26 GiB >>> 19.4 GiB Ripped: Non-Eng. Loc., ~10 MiB of startup videos Note: the entire "sfpaks" folder can be deleted, I'm surprised others that have tackled this title don't seem to know it just contains CRC-perfect duplicates of data contained within the 2 primary "*.pak" archives. In my conversion I unpacked the archives to remove the need for oodle pre-compression, honestly there are only ~200 MiB of zlib/reflate streams (See Figure 1) to be processed which only results in a ~60 MiB improvement (See Figure 2) over just sticking with srep + lolz. In this form there are only ~6 MiB of Oodle streams to be processed. Interestingly enough I found on my system, when testing for ~1hr to make sure everything worked properly, I encountered fewer stutters during game-play when using the unpacked files. Figure 1 ![]() Figure 2
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#12
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Hogwarts Legacy
Game used oodle kraken Quote:
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#13
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You can upload this oodle dll file please ?
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#14
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You can find them here
https://fileforums.com/showpost.php?...2&postcount=97
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Sebazz (24-02-2023) | ||
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#15
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@dixen
Also bink2 videos are kb2n, so bpk is useless here. Damn, I guess next year at the least bpk will be useless entirely for new titles
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