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Questions tagged [compression]

The name given to the process of encoding data such that it uses lesser number of bits as compared to the original representation.

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I would like to perform bulk operations of a large number of .DDS files (over 100,000) which may appear in any variety of different BCn formats. I would normally use the ImageMagick command line tools ...
Zhro's user avatar
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I know that you have to keep in mind what platform you're targeting, but it feels like you might have to have multiple sets of textures. Like let's say you're targeting desktop. How do I know what ...
Zebrafish's user avatar
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I get 'undefined' from the BasisParser that I use from Pixi itself, when loading a KTX2 file with a custom extension (through Assets.load): ...
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In my app I’m producing for my deferred shading 4 layers of data to show up occluded parts of the scene during screen space reflection (SSR) pass. I need normal maps with bumpiness of these layers for ...
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Not sure whether this would be better in the retro-computing exchange, but I'm trying in game development first. During the 80s I played a lot of what would now be called "arcade adventures" on the ...
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4 answers
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I'm creating an HTML5 game. We have high fidelity composed music, in the format of wavs and mp3s— some ...
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I want to know the right and good way to compress my game when I build it. I made 3 levels with all my enemies there. The size of the game file 3GB in the desktop. When I build my game I get 1GB. All ...
user43474's user avatar
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I am working on packaging my game resources into a single file. I have chosen the format but I don't know whether I should use compression or not. I understand the possible pros and cons: Compression ...
VP.'s user avatar
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Many games use the technique of delta compression in order to lower the data load sent. I fail to understand how this technique actually lowers the data load? For example, let's say I want to send a ...
user101051's user avatar
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I'm making a game similar to Dwarf Fortress and I've run into a large problem from the start. How can you store such a large amount of land on disk. With every voxel holding an integer with the 28 MSB ...
Ben Beazley's user avatar
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I've been looking at animation compression, and the only way I can seem to find it's final size is to create a Build and check it in the Profiler. There must be an easier way?
john's user avatar
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Reading this article here, the author writes about chunk saving and using a lookup table and then saving each chunk in a region file, each region file having 4096 chunks and each chunk having 4096 ...
Euthyphro's user avatar
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In the slides over here by NVidia, they describe methods for BRDF compression. They first create a BRDF matrix where each column(or row) corresponds to a single light direction (or outgoing view ...
Muhammad Omer's user avatar
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I am aware of snapshot interpolation with the use of delta compression as being a technique used to minimise the amount of data sent in a modern FPS game like Quake 3, but what other techniques are ...
Curiosity's user avatar
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Uncompressed textures can be stored in lossy formats such as jpeg and it saves a lot of hard drive space. However for obvious reasons you cannot do the same on compressed textures. So what is the ...
hpsMouse's user avatar
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Today I've finished my game, but there's a problem. There're more than 500+ images in my resources folder and I want to compress them into a single file, like other games do (for example put ...
user3742637's user avatar
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1 answer
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Given ASCII is 8 bits (1 byte), UNICODE is 32 bits (4 bytes). An idea came to my mind to support multiple language by isolating certain UNICODE Letters to support multiple language for my chat(game) ...
Ace Caserya's user avatar
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I have a 3D volume where every voxel is 16 bits. Is there anyway I can use some kind of compression to store the data so I can use less video ram? Webgl supported different compressiosn if you enable ...
hidayat's user avatar
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I want to make my game as fast as possible as it is real time and fast paced. I have already decided to encrypt my data here and I was wondering whether compressing it would be faster for the client ...
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According to msdn, the BC1 block compression format is for images with 3 color channels and 1 bit alpha channel and the BC4 is for images with 1 color channel and no alpha. Using the same RGBA input ...
Inuart's user avatar
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I'm fairly new to XNA (only a week into C# and XNA at this point) but I have been developing games for a while now, and the program I used did not require any/many external files in creating an ...
BlackAfricano's user avatar
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2 answers
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I've been experimenting with Unity3D 4.3's 2D features. I've created a simple prototype game to learn how Unity works, how to create sprite animations, collisions and all the basic things. My ...
SiliconMind's user avatar
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3 answers
7k views

I have done my research on DDS/DXT compression, and the information is kind of "everywhere." It is rather difficult to even find good, organized, sensible information on color depth. However, it is ...
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I want to make a game data archive that contains all the game assets, now I could use zlib or lz4 to just make a simple zip archive type thing, but I need a bit more security, does anyone have any ...
user1040769's user avatar
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I use standard android tool for compressing PNG texture and archiving it with gzip: /android-sdks/tools/etc1tool texture.png --encodeNoHeader gzip texture.pkm ...
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