#2641
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Quote:
Code:
13:03:18 - Selected ARC/DS method for Data1a-01.bin was: oo2recm8+xtool:mzlib+srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000 13:03:18 - Selected ARC/DS method for Data1b-01.bin was: srep_new+4x4:b64mb:lzma:ultra:64m:bt4:fb273:lc8:mc1000000 ---------------------------------------------------------------------------------------------------------------------------------------- 19:01:31 - Overall input size: 51.51 GB 19:01:31 - Overall output size: 44.30 GB (Ratio 86.01%) 19:01:31 - Data files creation time: 05:31:39 Even worse that with xtool applied the size is bigger then my last repack with just oo2recm https://fileforums.com/showpost.php?...postcount=2136
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#2642
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They are Billions
v1.1.4 Code:
19:48:52 - Selected ARC/SPLIT method for Data1a-01.bin was: srep_new+lolz:d64:mtt1:mt12:mc1023/$storepack=FA-MIN/$libpack=srep_new+razor_mtx/$oggretheyarebillions=oggre/$deflatetheyarebillions=xt_zlib+srep_new+lolz:d64:mtt1:mt12:mc1023 ---------------------------------------------------------------------------------------------------------------------------------------- 20:30:49 - Overall input size: 5.16 GB 20:30:49 - Overall output size: 1.84 GB (Ratio 35.70%) 20:30:49 - Overall conversion time: 00:41:53
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JustFun (20-12-2021) |
#2643
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Battlefield 2042 test
Code:
srep+4x4:lzma Overall input size: 246.54 MB Overall output size: 55.90 MB (Ratio 22.67%) oo2reck+srep+4x4:lzma (oo2reck takes very long) Overall input size: 246.54 MB Overall output size: 54.91 MB (Ratio 22.27%) xtool:kraken+srep+4x4:lzma Overall input size: 246.54 MB Overall output size: 54.94 MB (Ratio 22.28%)
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#2644
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Skyrim Anniversary Edition test
Code:
Compressed 15 files, 9,955,981,643 => 16,269,399,549 bytes. Ratio 163.41% Compression time: cpu 11.56 sec/real 320.70 sec = 4%. Speed 31.05 mB/s All OK Extracted 15 files, 16,269,399,549 => 9,955,981,643 bytes. Ratio 163.41% Extraction time: cpu 17.92 sec/real 271.19 sec = 7%. Speed 36.71 mB/s All OK Data\Skyrim - Animations.bsa Data\Skyrim - Interface.bsa Data\Skyrim - Meshes0.bsa Data\Skyrim - Meshes1.bsa Data\Skyrim - Misc.bsa Data\Skyrim - Shaders.bsa Data\Skyrim - Textures0.bsa Data\Skyrim - Textures1.bsa Data\Skyrim - Textures2.bsa Data\Skyrim - Textures3.bsa Data\Skyrim - Textures4.bsa Data\Skyrim - Textures5.bsa Data\Skyrim - Textures6.bsa Data\Skyrim - Textures7.bsa Data\Skyrim - Textures8.bsa Use lz4 v1.8.3 library PS: t100p stuck for me, so use a lower thread usage for xtool
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Last edited by KaktoR; 12-11-2021 at 17:12. |
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mausschieber (13-11-2021) |
#2645
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Microsoft Train Simulator *.ACE files:
older: Quote:
Quote:
Red the magic switch! Nice compression gain! And overall usage all physical RAM! (8GB and 87% usage vs. 97-99%) oh14 its minimally better compression. Defaults: oh12 tt1 its very fast mode, max usage: tt16 or tt32!! Higher values not better and extremely slow compression. Difference? Old version 2.93GB! New, with tt1 (compress again with tt16 and d160m switches in last time)* 2.80GB!! ~5% compression rate gain. UPDATE: Aaarrgh! The test package don't decompresseable! CLS-ini error or any tips? *tt32 its probably very best results. Calculated compression time avg. ~2days! Overkill. Last edited by kj911; 14-11-2021 at 06:43. |
#2646
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Question about LOLZ
Could someone familiar with LOLZ parameters help me with some questions?
How is actual memory usage calculated using for multi thread used An X value for dictionary (-d)? Considering that the supported values for dictionary are from 0 to 2047 "-d[0..2047]): 64m". If you enter a value above 2047 (such as 2050) will the default value be set to the dictionary (64m) or will the maximum value (2047m) be used? I need this information because I created presets for LOLZ in DiskSpan GUI. The memory and thread information will be obtained when starting the DiskSpan GUI and then starting the compression will be calculated based on the threads and RAM of the system. It will also be informed the number of system theads replaced <thread> by the number of virtual cores (threads) of the current CPU during the conversion. So one more question arises... In the lolz documentation it states that the supported values are 1 to 16 thread: "mt threads(-mt[1..16]): 1" If using a Ryzen processor 9, 5900x is 24 threads, so if you use -mt24, lolz will set it to 1 (default) or to 16 (Maximum supported). Below is the example where it will be in LOLZ presets in DiskSpan GUI. Code:
LOLZ_HIGH = lolz:dtb1:d<expr:0.65*memory/(thread+1)/1048576>m:mtt1:mt<thread>:mc1023 Expression example: <expr:0.65*memory/(thread+1)/1048576> 0.65 = percentage of calcule (65%) memory = full system memory (RAM) thread = number of logical cores core = number of Physical cores 1048576 = convert result in bytes to mb |
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kj911 (16-11-2021) |
#2647
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Its calculated result correct?? See the linked picture from my friend laptop specifications. --> https://i.kek.sh/zUjUwL6MVZE.jpg
Example: Intel Core I3-1005G1 CPU, Win10 x64 with 8GB memory. (Total cores: 2, Total Threads: 4) Available physical RAM 8GB --> 8589934592 byte PreCalculate: 0.65*8589934592 = 5583457484,8 Cores --> 4+1 = 5 Final calculate: 5583457484,8/5/1048576 = 1064.96 MB?? Try it added extra /8 values? 132MB values its really. Use -mtt1 and -mt4 mode and -d128m dictionary size, eats 5.2-5.5GB's memory from during compression. |
#2648
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Quote:
Code:
LOLZ_HIGH = lolz:dtb1:d1065m:mtt1:mt4:mc1023 So lolz would use: 4 * 1065 = 4260 MB of 8192 MB. Example: If using a Ryzen 5900x (24 theads) and 32 GB of RAM we would have: Code:
LOLZ_HIGH = lolz:dtb1:d852m:mtt1:mt24:mc1023 So lolz would use: 24 * 852 = 20448 MB of 32768 MB. Maybe it's not just simply multiplying the dictionary by the number of threads, that's my question. Can not understand. See the attached video. Last edited by Cesar82; 16-11-2021 at 16:11. |
#2649
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![]()
Has anyone here had any luck getting Final Fantasy X/X-2 HD to decompress without any issues? The method on here is basically xtool(xzlib)+srep+lolz, but that ends up with a corrupted archive error during decompression not even half-way. I have tried the following:
I really don't know what the problem is with this game, and trying to compress the 2 games separately still results in a corrupted error too during decompression.
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#2650
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Hellblade: Senua's Sacrifice Enhanced
Video documentary ripped Code:
17:51:27 - Selected ARC/DS method for Data1a-01.bin was: srep_new+LZMA-MT 17:51:27 - Selected ARC/DS method for Data1b-01.bin was: bpk ---------------------------------------------------------------------------------------------------------------------------------------- 18:38:43 - Overall input size: 17.25 GB 18:38:43 - Overall output size: 8.25 GB (Ratio 47.84%) 18:38:43 - Data files creation time: 00:38:17
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JustFun (20-12-2021) |
#2651
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Quote:
Code:
[External compressor:xtool] header = 0 default = -c64mb -t75p packcmd = "XTool.exe" precomp { -option} - - <stdin> <stdout> unpackcmd = "XTool.exe" decode -t100p - - <stdin> <stdout>
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#2652
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![]() Quote:
Quote:
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#2653
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@its_gnar_again
Quote:
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#2654
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Quote:
UPDATE: I tried specifically using reflate on xtool+srep+lolz, and still get a decompression error. However, I did try using xtool only and it decompressed just fine...what could honestly be the issue? I would like to get this figured out. ![]()
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#2655
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Maybe check your CLS.ini settings for lolz and srep.
And make sure you're using the correct cls files for lolz and srep
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Last edited by KaktoR; 19-11-2021 at 00:39. |
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