How much improvement could Binomial bring to the download/storage size because the download is almost 100GB!
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Around 15-20%. Crunch’s RDO mode is low quality. I’m surprised it’s so popular honestly. I cut many corners in crunch to make it encode fast. I guess fast+free is very attractive.
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So say it’s a 100GB game to download and 70% is texture data so 70GB. Maybe they’d save 10-14GB per game download. I’m not sure what that would be in CDN costs over the lifetime of the game. It’s got to be millions of dollars. Is there a capex cost of slower compression though?
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You either save size, or increase quality at same size, or you can ship more textures (or some at higher resolutions). It’s all about having more tradeoffs.
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Yup. Speed, size, quality.
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This is why I'm no longer working on BC1-5 codecs. I'm now focusing on solutions for BC6H/BC7/ASTC/PVRTC and universal. Also, I'm putting an attribution required clause into the crunch license. I originally used ZLIB to get as many people as possible to use the codec.
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Like with intermediate video codecs such as Apple’s ProRes, it makes sense to bias for speed and quality during editing and then bias for quality and size for distribution.
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That's what we did on Halo Wars 1. During normal development, we optimized for low encoding times. For shipping builds, we let the build server spend time optimizing for size.
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You got paid. I see no problem. :-)
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Unless this is about the (open source) crunch? (Would be really funny if that title used that lib)
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Yea in this case it's crunch.
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Yeah, but at least you got.. um.. a point yourerightokshuttingupnow
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BTW, how did you find out so fast, esp if it's a console game?
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They kept Binomial on standby in case crunch failed. This cost us time/money. It’s been a learning experience.
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OMG, that's *really* shitty. A lot worse than "just" using crunch uncredited (which zlib licenses allows, but is still disrespectful)
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I’m guessing these large productions cost 8 figures (at least). All that texture data, produced at large expense, was encoded using a quick and dirty RDO encoder I wrote in my back yard for fun in 2009.
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"Basis (which is a type of supercompressed texture) is the only GPU-friendly solution that is also truly multiplatform." Multiplatform compression is a non issue, Unity does it for you without even knowing.
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You know Unity uses Rich’s tech, for texture compression, right? (and rightly credits him).
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Yea and? You know Rich probably use a lot of other older IP/Algorithms? If it's not in the license to credit him then why does he shame other companies for his narcissism? Unity is decent but not that great in itself. Programmers are among the most arrogant pricks.
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Wow. What a dick.
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Also calling it "super compressed" is ridiculous and a dick move in itself.
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I stand corrected you sound like such a pleasant guy. My apologies.
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I am pleasant if I want to be. I don't treat everyone equally, some people I like more than others. If you kick a cat, it's not going to like you as well.
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