![]() |
Share Your best method
i made this thread so all fileforums users could share the best compression methods they have to help each other to find the best compression method
SHARE and also share your methods problems or compressores problems but i can't help with reflate de-compression or even precomp sorry :D Code:
MY METHODS : |
:D their is no best method :D you simply try what is the most suited one for your game :) it's useless to use a one method for all
BTW srep:m3f:a16:d1g+nz (nz with o/O will give you better ratio than xz/lzma2 with the same time if you used much ram & more threads ) for zlib I usually use ppx2 with precomp038 it's the fastest way until now for pzlib you know it will be a good replacement for reflate & Antiz but still using ppx2 with precomp038 faster than pzlib for individual files :D |
i know i created this thread so everyone could share there methods and solve thier problems and learn something that's all :D
|
Quote:
|
update it soon :D
|
Quote:
|
i know it man education is time hungry when you have time text me so we work together 2 brains 4 arms :D
|
I think that it will be super helpful for new users to read a guide on each individual method, with examples.
Today all the info is scattered across dozens of posts in dozens of threads :( That way people like me who really want to understand so they do better and contribute to this community back, can do so :) |
already added to my future plans
to make guides |
Thanks a lot.
I will be ever grateful! |
Quote:
|
Quote:
|
i don't use masks anymore because sometimes it gives bad compression ratio. like comressing game part part or folder splitter.compress all data with only one times is more better i think.
|
Quote:
|
for EX: a game like Syndicate 2012 I used precomp mask for only one file data type & it gave me around 47% Ratio instead of separate those files into another data :)
Masks is a good option if you intend to use one archive with different methods for similar types of data |
how to used this method ???
|
msrep+a7a+exe2:d128m:fb128:mc1000
|
can anybody explain to me how the substitution works on arc.ini (to create more complex methods) the readme included with freearc is very confusing (it was automatically translated from russian.
For example: Code:
5ccm2 = ccm2/$text=dict:p+lzp+ppmd:10:512mb/$wav=tta/$bmp=bmp/$jpg=jpg/$jpgsolid=precomp+rep:32/$iso=ecm+precomp+ccm2/$precomp=precomp+ccm2thanks pd:i know i'm not sharing a method, but i cant find a more proper thread with the method substitution meaning. |
I generally use precomp040+srep+delta+exe2+lzma. It depends on various games.
|
Depends on the game I am compressing, really.
A Game that has Zlib streams will compress far better with Pzlib+Srep64+xz. I am not a fan of using Delta+exe2 because quite frankly I have seen it yield poor results compared to using straight up srep64+xz. There aren't any general method that'll work with every game. Each game is different unless it's built on the same engine (Like Source Engine, Unreal Engine, etc.) Unreal Engine games usually compress to 38%~50% in average for me. I get great results with Pzlib+msc+srep64+xz when used with Resident Evil 0 HD Remaster, for example. |
Quote:
For example, jpg files are referred to as $solid. MSR aka Precomp43 will be used to compress those, if found. $void are files that're already compressed to the max, like videos. If .bik files are found among what you're compressing, it'll use Srep64 to compress them, as these files can't be compressed further. (though in my experience, srep64+xz helps to reduce the size a tad more) $text is declaring the method that'll be used to compress text files. |
;Timick Methods - lzma:a1:mfbt3:d400m:fb32:mc1000000:lc8
;FitGirl Methods - lzma:ultra:512m:a2:mfbt4:fb1024:mc10000:lc8:lp4:pb 4 ;Fenixx Methods - lzma:177mb:normal:bt4:128:mc10000:lc8 ;Best Methods - lzma:200mb:normal:bt4:128:mc100000:lc8 |
Quote:
- compress group $text with dict:p+lzp+ppmd:10:512mb - compress group $wav with tta - .... - compress remaining files with ccm2 groups are defined in arc.groups file. i.e. $exe *.exe *.dll $text *.txt $binary *.x *.y $default *.z means that exe/dll files will be placed in group $exe, txt files into $text, x/y/z and all unspecified files (denoted by $default) - in group $binary arc.groups also establishes file sorting order for compression |
hmm... let me share some simple my method used from Mini Compressor. :D
Quote:
|
| All times are GMT -7. The time now is 23:57. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
FileForums @ https://fileforums.com