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Best Compression Methods for 'Specific' Games. Q&A
Hello guys, I have seen there are a lot of threads by some of you asking for best compression methods for 'specific' games.
So lets prevent spamming the forum with those threads and keep all of the questions and answers in one place, it will be easier for everyone. So please share your best compression methods here for specific games, or if you want to know what is the best compression for a particular game please ask here. Thank you! An INDEX for the games discussed in this thread can be found HERE |
Keep it to 'specific' games please or posts will be removed.
.... and Thankyou JustFun ;) |
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Mad Max Hellblade Senuas Sacrifice Rise of the Tomb Raider PRO EVOLUTION SOCCER 2018 |
Well for Mad Max, I`ve got the best results using pZlib+srep+lzma
Havent tested them yet but for Rise of the Tomb Raider and Hellblade-pZlib+srep+lzma too. Someone pls correct me if I am wrong with the better compression methods. |
Hellblade Senuas Sacrifice
pzlib+srep+lzma = 8,28GB Update: *.pak => pzlib:m2:st50p:t4:c32m:rx:x+srep+lzma *.bik => bpk *.* => srep+lzma 7.66GB --------------------------------- Mad Max *.arc xtool:c32m,t4:zlib+srep+lzma = 3.87GB *.* srep+lzma2 = 89MB = total of 3.96GB |
For example:
[code][External compressor:pzlib] header = 0 packcmd = _Compressors\pZLib e {options} -c32m -t25p - -o - $$arcdatafile$$.tmp -o - <stdout> unpackcmd = _Compressors\pZLib d {options} -t100p - -o - <stdin> <stdout> [External compressor:srep] header = 0 packcmd = _Compressors\srep64 {options} -m5f $$arcdatafile$$.tmp $$arcpackedfile$$.tmp unpackcmd = _Compressors\srep {options} -d -s - - <stdin> <stdout>[code] Just a hint, if you select no smilies in text, under misc options, then you wont have them showing up where you don't want them, especially in posts like this one. >pakrat2k2 |
You can chain ztool for games like Ghost Recon Wildlands that use both lzo and some zlib streams, like this for example:
[External compressor:pzlib,plz4,plzo,pzstd] header = 0 packcmd = ZTool e:{compressor}{:option} - - <stdin> <stdout> unpackcmd = ZTool d:{compressor}{:option} - - <stdin> <stdout> -m5 -mc-delta -mc:rep/srep64:m5f:mem2gb:s128gb:l1k -mc$default,$precomp,$obj:+plzo+pzlib" In the above we first pass it through lzo precompress filter and then to pzlib. Pzlib filter will also look into data that was precompressed from lzo as well as outside it. If data inside lzo's were also zlibed those will be additionally processed. Btw for srep you absolutely have to use "s" option if you pipe its input: [External compressor:srep64] packcmd = srep64avx2 {options} - - <stdin> <stdout> unpackcmd = srep64avx2 -d {options} - - <stdin> <stdout> ^then you save space and time as data are streamed directly: ztool:plzo=>ztool=>pzlib=>srep but you have to use "s" option and you have to take into account preprocessed size after ztool! Another game where you can chain ztool is Mirror's Edge Catalyst, there you chain plz4=>pzlib. |
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^Exactly this!
This was mentioned 1000 times before in this forum. From now on just ignore :) |
Made man (old game) : srep + xz - - 1.391gb --> 931mb
BeamNG Drive 0.10 : srep +xz - - 6,718gb --> 1.960gb Prototype 1 , 2 : pzlib v3 (by razor) + srep + xz - - 8.349gb --> 6.621gb / 7.312gb --> 4.700 Devil May Cry V : srep + xz - - 11.542gb --> 8.237gb Crysis 2 : pzlib v3 + srep + xz - - 8,168gb --> 5.725gb Payday 2 : srep + xz - - 19.479gb --> 3.671gb FIFA 13 : pzlib v3 + srep + xz - - 7,109gb --> 3.444gb The Sabotuer : srep + xz - - 7.404gb --> 3.687gb Painkiller Hell and Damnation Collecters Edition : srep + xz - - 13.175gb --> 5.531gb Ninja Blade : pzlib v3 + srep + xz - - 4.847gb --> 2.526gb Outlast Whistle Blower : srep + xz - - 6.422gb --> 3.442gb Firewatch : xz - - 3,741gb --> 1,384gb Duke Nukem Forever : srep + xz - - 7,066gb -->3.631gb Dark : xz - - 3.194gb --> 1.859gb Demolish and Build Company 2017 : srep + xz - - 3,334gb --> 1,953gb Hunted one step too far : xz - - 2.709gb --> 1.209gb Joana's Life : xz - - 5,315gb --> 2.277gb Oxenfree : xz - - 2,282gb --> 1.193gb Stolen : srep + xz - - 2,827gb --> 1.678gb The Forest : srep + xz - - 1,143gb --> 669mb Wick : xz - - 659mb --> 220mb Universe Sandbox 2 : srep + xz - - 2,801gb --> 461mb We Happy Few : srep + xz - - 5,161gb --> 2.638gb Turok : srep + xz - - 16,270gb --> 8.407gb Alpha Protocol : pzlib v3 + srep + xz - - 11,812gb --> 5.460gb ( used latest applications ) Posting more soon ... |
All Irrelevant Pestering posts have been removed, (this means most of your posts 'lolaya' have been deleted) keep it to asking about 'specific' games please.
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@[email protected] thank you
please delete my all posts by lolaya and all threads started by lolaya :) no delete this : http://fileforums.com/showpost.php?p=462568&postcount=3 |
I do not speak English.,
It is very difficult to understand the talk here .. I do not know how to talk to friends .. but I try to talk to everyone. I need to use Easy Compressor .. no more. -_- edit : I'm here since 2011 .. I do not understand anything .. but I love this place ♥: D ... |
GTA IV: The Complete Edition
Masks: $zlib *.img $bik *bik Method: srep+lzma/$zlib=srep+pzlib+srep+lzma/$bik=srep Here I used srep+pzlib+srep+lzma for zlib because there are many same img files in complete edition, and using srep before pzlib significantly reduces compression time. Game Size: 30.9GB(approx) Final Size: 16.4GB(approx) |
Crysis 2 Maximum Edition:
From 9.19 GB ->> 6.27 GB Used Method: pZLib+Srep+delta+lzma Parameter: pzlib+srep:m3f:l256+delta+lzma:512mb:normal:bt4:27 3:mc1000:lc8 The latest version of pZLib is used with latest reflate libs. :) |
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Have you tried to use nanozip or razor compressors in the "void" mask? Or in your case "/$bik". |
I use my own masks dude. Razor and nanozip compressors are too slow while compressing, so I do not use them. But you may get about 14.x gb or less by razor I think.
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No, didn't tried with them.
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This doesn't makes pzlib non-applicable, try yourself ;) Take two same zlibbed file with different names, use srep+pzlib, you will see.
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Max Payne 3 The Complete Edition:
From 32.47 GB ->> 16.4 GB Used Method: For zlib files: pZLib+Srep+delta+lzma Parameter: pzlib+srep:m3f:l256+delta+lzma:512mb:normal:bt4:27 3:mc1000:lc8 For audio files: msc(tak)+Srep+delta+lzma Parameter: msc+srep:m3f:l256+delta+lzma:512mb:normal:bt4:27 3:mc1000:lc8 For video files: delta+lzma Parameter: delta+lzma:512mb:normal:bt4:27 3:mc1000:lc8 Took a lot of time to process srep, because my RAM is 8 GB. The latest version of pZLib is used with latest reflate libs. :) Note: If you increase the RAM usage of LZMA the ratio will be better, but it will take more ram to compress & decompress also.... But decompression speed will increase. For example: in this parameter "lzma:512mb:normal:bt4:27 3:mc1000:lc8" the RAM usage is 512 MB (at decompression) & it will take 5384 MB (approx) RAM to compress. |
Just Cause 2
Game Size: 3.97GB after removing unnecessary audio files Final Size: 1.1GB(Approx) Method: pZlib:m2+srep:m3f+lzma:177mb:ultra:bt4:fb273:mc100 0000:lc8 @Moderators What about creating an index for this thread at the first post? |
I don't think mods would update a third index, it'a alot of work.
Maybe someone (you?) could get ownership of first post and update it from time to time. |
:3 Nah, I am just asking for this if possible, I seriously have no time for do so :P
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I think putting games and their methods here is a terrible idea because there are so many of them, the wise solution to this is narrowing down the field, game engines for example or picking games as a series. for example, all Assassins Creed games are lzo compressed, use the method plzo+srep+lzma for all, because listing all the AC series just makes the thread difficult to read or the index you're suggesting.
For example I already see GTAIV and Max Payne 3, next we'll probably see GTAV, what we could have said all in all is pzlib+srep+lzma for all games that use the RAGE Engine which is what they use. https://en.wikipedia.org/wiki/Rockst...ed_Game_Engine there is the list of games, what people could do is put an engine with the link on a site like wikipedia that has list of games then put the method that should be used. |
Most of major Ubisoft games: -plzo(+pzlib)+srep+lzma
Most of major past EA games: -plz4(+pzlib)+srep+lzma Most of major recent EA games: -pzstd(+pzlib)+srep+lzma Or I will simplify it further: Almost-everything-out-there: -ztool(x2)+srep+lzma Case closed :D |
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For Example: Crysis 2 & Crysis 3 use same engine, which is Cry Engine 3 but pZLib can precompress Crysis 2 & for Crysis 3, the files are encrypted. So they must be decrypeted first before using any compression. I know this is not a good example but it occurs sometimes. :) |
The problem with this thread, is the list is messy between one page and the other, for those who are looking for a compression method on a particular game, the only solution is to create an index on the front page, with the collection of games and related methods tested by users.:rolleyes:;)
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Thank you |
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For AC2, ACB and ACR the Engine is "Anvil" which don't use lzo. Fro AC3, Liberation, ACBF, Rogue it's AnvilNext. And for ACUnity, Syndicate it's AnvilNext 2.0. AnvilNext & AnvilNext 2.0 may be precompressed with plzo, I think... |
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I tested it with several files & almost every time I got the best ratio with lc8. |
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ont more thing don't use delta on game, that will increase the compression ratio srep+lzma is always the best |
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So, before compression one file from a branch of file type may be checked by once with delta+lzma & once with only lzma. With that one can determine, if delta is increasing or decreasing the ratio for that file type. For me, I always check with this method & after that if delta decreases the ratio, only then I use it in compression. For those games which I've posted delta does the good job, that's why I used it on them. :) |
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