Another huge title was released on Oct. 26 that uses my texture compression tech. - yet no credits. Argh. Thanks guys.
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Replying to @richgel999
How much improvement could Binomial bring to the download/storage size because the download is almost 100GB!
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Replying to @swainrob
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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Replying to @richgel999
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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Replying to @swainrob
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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Replying to @swainrob
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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Replying to @richgel999
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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