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  #151  
Old 23-05-2020, 23:40
Gupta Gupta is offline
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Quote:
You may store some rare/large duplicated streams in a temp file, while storing small/frequent dupes in RAM - this way the excessive HDD load won't happen,
maybe he can introduce the second phase in compression, then he can store forward reference count for a stream that should ideally decrease requirements memory size beyond window size and that should increase compression too.

HDDs are very slow, I recently upgraded to nvme based storage and I can feel the speed.

Last edited by Gupta; 23-05-2020 at 23:46.
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  #152  
Old 28-05-2020, 12:48
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Dedup

Quote:
Originally Posted by FitGirl View Post
Thanks for returning to the project, deduplication is a very useful feature.
I have an idea which will reduce the required RAM for dedup. You may store some rare/large duplicated streams in a temp file, while storing small/frequent dupes in RAM - this way the excessive HDD load won't happen, cause reads will be rare and the RAM won't be used that much. 1-2 GB is a pretty big amount even for machines with 8 GB. And for users with 4 GB installation will be almost impossible, considering srep and lolz/lzma. Even with page file. So reduction/control over used RAM is a must, I think.

I'd recommend you Halo Reach for testing dedup, it has tons of duplicate streams of a different size.
there is also a sorting match feature that can reduce ram needed and that is as follows.

srep does a very good job finding matches that are located far away!
that in order to happen makes a dictionary!
IF you sort the files you feed srep you can actually reduce ram needed and its speed

Sorting preprocession can speedup the process and cost less ram !! and remove IO overhead because NO temps
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  #153  
Old 29-05-2020, 02:23
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Quote:
Originally Posted by FitGirl View Post
Thanks for returning to the project, deduplication is a very useful feature.
I have an idea which will reduce the required RAM for dedup. You may store some rare/large duplicated streams in a temp file, while storing small/frequent dupes in RAM - this way the excessive HDD load won't happen, cause reads will be rare and the RAM won't be used that much. 1-2 GB is a pretty big amount even for machines with 8 GB. And for users with 4 GB installation will be almost impossible, considering srep and lolz/lzma. Even with page file. So reduction/control over used RAM is a must, I think.

I'd recommend you Halo Reach for testing dedup, it has tons of duplicate streams of a different size.
Quote:
Originally Posted by Gupta View Post
maybe he can introduce the second phase in compression, then he can store forward reference count for a stream that should ideally decrease requirements memory size beyond window size and that should increase compression too.


HDDs are very slow, I recently upgraded to nvme based storage and I can feel the speed.
Quote:
Originally Posted by panker1992 View Post
there is also a sorting match feature that can reduce ram needed and that is as follows.

srep does a very good job finding matches that are located far away!
that in order to happen makes a dictionary!
IF you sort the files you feed srep you can actually reduce ram needed and its speed

Sorting preprocession can speedup the process and cost less ram !! and remove IO overhead because NO temps

Believe me I have several ideas of how to reduce memory usage before even relying on virtual memory. Optimisation is my middle name.
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  #154  
Old 29-05-2020, 10:13
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Quote:
Originally Posted by Edison007 View Post
I had time, and i added support for this files.
Also I added parsing FAT from watch_dogs, but without (de)compression yet.
It takes time to deal with the xcompress-library.
does it support stdio?

if you add stdio, it would be great..
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  #155  
Old 29-05-2020, 13:30
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xcompress if pure windows 10 compression, and i think it supports it by default.
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  #156  
Old 10-07-2020, 17:06
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Can you guys test this. I added preflate as an alternative of reflate in case if you are having issues with crc errors when you use reflate or prolonged precompression times such as this:
Quote:
Originally Posted by dixen View Post
Dishonored: Death of the Outsider

*.resources - 17 gb > 25.1 gb for 23 minutes on 4 threads

For example. ZTool or Xtool (v0.12) - 30% for 4 hours

Thanks BLACKFIRE69

test unpack
I'm no expert when it comes to C++ and I did my best to compile a library for xtool to use so it may have bugs.

I ran a benchmark and here are the results

benchmark results on "game1.resources" from "Dishonored Death of the Outsiders"
xtool_2019:
Code:
8.30 GB >> ?? >> ?? >> ??
precompression time using 4 threads = it's better to watch paint dry (takes hours)
xtool_2020 (WIP):
Code:
8.30 GB >> 11.3 GB >> 8.74 GB >> 6.24 GB
precompression time using 2 threads = 8 minutes, 48 seconds
precompression time using 4 threads = 5 minutes, 7 seconds
PrecompX:
Code:
8.30 GB >> 11.1 GB >> 8.79 GB >> 6.28 GB
precompression time using 4 threads = 8 minutes, 29 seconds
Attached Files
File Type: 7z xtool_20_preflate_test.7z (2.18 MB, 66 views)
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  #157  
Old 12-07-2020, 14:13
dixen dixen is offline
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Dishonored Death of the Outsiders

game1.resources

Quote:
Compressed 1 file, 8,920,763,754 => 11,774,785,195 bytes. Ratio 131.99%
Compression time: cpu 11.31 sec/real 385.94 sec = 3%. Speed 23.11 mB/s
All OK
When unpack function?)
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  #158  
Old 13-07-2020, 22:01
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Quote:
Originally Posted by dixen View Post
Dishonored Death of the Outsiders

game1.resources



When unpack function?)
Soon, maybe this week. Still busy writing the main code while looking for more ways to speed up processing
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File Type: png 99.PNG (131.5 KB, 166 views)
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  #159  
Old 14-07-2020, 07:34
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what is ztool and xtool and lolz?
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  #160  
Old 14-07-2020, 09:42
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Quote:
Originally Posted by lolaya View Post
what is ztool and xtool and lolz?
That information is already available on these forums, search and you will find, you can not expect for others to always hold your hand and spoon feed you all the time.
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  #161  
Old 14-07-2020, 09:48
lolaya lolaya is offline
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Grumpy@

more posts here I can't find it easy
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  #162  
Old 14-07-2020, 20:58
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Quote:
Originally Posted by lolaya View Post
Grumpy@

more posts here I can't find it easy
that's the why studying hard....
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  #163  
Old 15-07-2020, 07:22
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can't wait to test the new xtool
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  #164  
Old 18-07-2020, 04:34
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Here's an early working version of xtool. I'm still busy adding preflate, reflate and other things so currently only the zlib function works which means this will not work on Dishonored 2 or DOOM but it will work on most titles.

Drag and drop game files that are zlib compressed on the bat file

Things to test:

* Stability
* Can you cancel installation when xtool was used in setup
* If you have 16 threads or more, make xtool use 100% of your cpu to see if it can handle it
* if you have 32GB+ ram, set high chunk size, something like -c1gb and see if xtool was able to allocate the necessary memory
* If you have potato pc, don't worry I got a job for you check if there are no problems if you are using 1 thread both in encoding and decoding

Whatever you do, don't place preflate_dll.dll near the exe, not yet. else it will fail, the preflate code hasn't been added yet

Notes:

The file check must report
FC: no differences encountered
if the test went successfully, if it failed kindly upload the file it failed on.

This xtool uses slightly more memory than the 2019 version, I opted for stability than less memory usage

xtool now accepts maths expressions in command line, if you wanted it to use all cores minus 1, you can just write -t100p-1 or -t100-2, totally up to you

Next release/test focuses on:

+ preflate
+ reflate (reflate actually isn't replaced by preflate, it sometimes gives better output than preflate so I'll keep it just in case you are after best results)
+ depth setting
Attached Files
File Type: 7z xtool_zlib_test.7z (904.1 KB, 48 views)
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  #165  
Old 18-07-2020, 06:14
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Hello Razor, here is my test (I did make a post before but I had to delete it since I used a reflate files by mistake):

My spec: Ryzen 7 2700 (8c/16t) + 16GB RAM.

Bat file editied for 128mb chunk size.

Here's is XTool using all 16 of my threads:



Testing on pak file from Astroneer:

Start size: 2.13GB

End Size: 3.75GB

No differences encountered

Not entirely sure how I'd go about testing it in a setup...
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