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  #16  
Old 27-09-2017, 00:17
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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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  #17  
Old 27-09-2017, 00:19
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Quote:
Originally Posted by 78372 View Post
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)
Someone who uses is recognizing the potential of masked methods.
Have you tried to use nanozip or razor compressors in the "void" mask? Or in your case "/$bik".
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  #18  
Old 27-09-2017, 00:29
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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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Last edited by 78372; 27-09-2017 at 00:32.
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  #19  
Old 27-09-2017, 00:38
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Quote:
Originally Posted by 78372 View Post
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.
OK, But did you test the compression time on the 30 gb sample, with your method, and with the use of nz or rz?
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  #20  
Old 27-09-2017, 00:49
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No, didn't tried with them.
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  #21  
Old 27-09-2017, 00:53
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Quote:
Originally Posted by 78372 View Post
No, didn't tried with them.
Ok
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  #22  
Old 27-09-2017, 05:24
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Quote:
Originally Posted by 78372 View Post
GTA IV: The Complete Edition
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.
Final Size: 16.4GB(approx)
This is interesting, I thought "dedup" methods are for this purpose? Also, how come this does not disturb data and headers making pzlib not applicable?

Last edited by elit; 27-09-2017 at 05:30.
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  #23  
Old 27-09-2017, 05:33
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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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Last edited by 78372; 27-09-2017 at 05:35.
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  #24  
Old 27-09-2017, 07:10
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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.

Last edited by Chayan Manna; 27-09-2017 at 07:13.
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  #25  
Old 27-09-2017, 07:52
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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?
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  #26  
Old 27-09-2017, 08:45
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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.
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  #27  
Old 27-09-2017, 08:53
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:3 Nah, I am just asking for this if possible, I seriously have no time for do so :P
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Old 27-09-2017, 10:28
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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.

Last edited by Razor12911; 27-09-2017 at 10:36.
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  #29  
Old 27-09-2017, 11:36
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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
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  #30  
Old 27-09-2017, 11:49
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Quote:
Originally Posted by Razor12911 View Post
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.
Yeah, I agree with you, but there are some games which use same engine but same methods couldn't be applied on them.
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.
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