Quote:
Originally Posted by kj911
L33THAK0R: Very input data dependent! Older, very older gamez, betterly compressible than previous 10-15 years ago to last years games. Average few percent to upto 10-25% betterly final compression ratio than LZMA. After, many data precompression (ex: xtool), prefiltering (ex: exe/delta) and such more...
Simply, this cannot be said in advance! It is necessary to experiment, it is possible to derive approximate information about the possible degree of compression from existing repacked games online.
Small examples: This very old modded MSTS games *.ACE files with xzlib+srep+lolz combo avg. 25-40% final ratio than uncompressed sizes.
*.RAW files in rare case upto 1.5-2* betterly compressed via delta+(srep)+lolz combo than simple LZMA only.
Sound files final sizes difference its minimal few percentage. Achieve better rates use sound specific compression.
KaktoR: What "mpsarc"??
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@@kj911 ah thank you for the explanation, what I meant was more how much could be chalked up to variance due to LOLZ being a non-deterministic compression algorithm (or series of, I'm not too sure on its inner-workings). I like to compare my results to my peers, for some titles, take the 2020 title "Manifold Garden" I got a result of 797 MB, however one of our peers got a result of 792 MB. Now I was working with the latest version of the title and I also included the weight of the installer, with mine being slightly larger (due to some un-optimised storing of the "VCL styles" library that I've yet to figure out how to compress and decompress during run-time), and I'm wondering whether I can chalk up this difference to variance or whether I've missed some data that can be packed more optimally.