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#1
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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 Last edited by Grumpy; 22-03-2018 at 04:25. |
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#2
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Keep it to 'specific' games please or posts will be removed.
.... and Thankyou JustFun
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Last edited by Grumpy; 26-09-2017 at 18:01. |
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#3
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Quote:
Mad Max Hellblade Senuas Sacrifice Rise of the Tomb Raider PRO EVOLUTION SOCCER 2018 |
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Behnam2018 (18-01-2020) |
#4
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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. Last edited by JustFun; 20-03-2018 at 04:48. |
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#5
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Quote:
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#6
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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
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Last edited by KaktoR; 02-05-2018 at 14:52. |
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#7
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Update:
*.pak => pzlib:m2:st50p:t4:c32m:rx:x+srep+lzma *.bik => bpk *.* => srep+lzma 7.66GB
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#8
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updated my marvel game post
http://http://ww2.fileforums.com/showpost.php?p=469542&postcount=367 added Spiderman Web Of Shadows and Spiderman Shatterd Dimensions
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#9
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another for my marvel list
http://ww2.fileforums.com/showpost.p...&postcount=367 Marvel Ultimate Alliance
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JustFun (26-03-2018) |
#10
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Updated with xtool (compression is pretty fast!)
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#11
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Compressed Mass Effect 3 Complete Edition from 19.2GB to 13.7GB
Used precomp042+srep+lolz on main game .pcc files.
srep+lolz on audio files srep+lzma on .sfar dlc files bpk +srep on bibk video files and srep+exe2+delta+lolz on remaining files Someone here compressed ME3 from 24.3Gb to 8gb.He doesnt mention how the hell he extracted .sfar dlc files. After extraction r files md5 perfect. Here, we share methods not conceil it, this thread is ment to provide info, how to achieve this size. I tried to contact hime but he didnt responded. I tried to use dlc extractor and xdelta to make it work but after comparing (recreated .sfar )files with orginal, xdelta produces orginal size patch which is useless. if anyone know how to do this let me know. My theory about how (i guess is his doofoo) compressed it from 24.3gb to 8gb is he extracted .Sfar files and then recreated .sFar from extracted content without useing lzma compression (hence the game size 24.3gb). Cp has also compressed mE3 from 16.5gb to 11.5gb (compression ratio of around 70%) which is same as mine that means they have encoded videos. My orginal game size was 24gb after removing French, Italian and German languages, it came down to 19.2 (with single int(english) language). Someone here suggested using lzma precompressor by shelwain, it has a issue, it doesnt allow using external compressors like srep lolz on precompressed file. what it does is, it first precompresse lzma files, then uses lzma compression with high setting on precompressed files. BTW it supports stdin stdout(someone might want to try). |
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#12
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And for Shelwien's tool, you are confusing plzma. He has also created a lzma recompressor with no internal compression so that you can apply further compression but its very very slow and for advanced users. |
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#13
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Nevermind, I spent too much time on this repack. I am fed up with it. Last edited by ZakirAhmad; 05-05-2018 at 05:43. |
#14
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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
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Last edited by pakrat2k2; 26-09-2017 at 07:11. |
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Behnam2018 (20-01-2020) |
#15
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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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