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Mad Poster
Original Poster
#1 Old Yesterday at 5:21 PM
Default Question: Does compressorizing CC actually speed up game loading?
I heard this said, but hard to see how as decompressing files after usually more expensive computationally.

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Mad Poster
#2 Old Yesterday at 5:27 PM
I think compressing only takes up less room in memory. Which is important when you start measuring your cc in gigs.

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Mad Poster
#3 Old Yesterday at 7:10 PM
Quote: Originally posted by Peni Griffin
I think compressing only takes up less room in memory. Which is important when you start measuring your cc in gigs.


There are people who don't? XD
Mad Poster
Original Poster
#4 Old Yesterday at 11:26 PM
Quote: Originally posted by Charity
There are people who don't? XD


Maybe on other sites such as notmodthesims

I'm secretly a Bulbasaur. | Formerly known as ihatemandatoryregister

Looking for SimWardrobe's mods? | Or Dizzy's? | Faiuwle/rufio's too! | Simlogical Archives | smorbie1's Chris Hatch archives
Instructor
#5 Old Today at 4:40 AM
Quote: Originally posted by Peni Griffin
I think compressing only takes up less room in memory. Which is important when you start measuring your cc in gigs.
Quote: Originally posted by Charity
There are people who don't? XD
Yours truly, for one. I haven't been able to play since around June 2024 (due to a variety of computer issues I'm not interested in discussing right now), but my main profile's Downloads folder still only weighs in at a little under 720 MB -- including disabled files. And if/when I can finally get things to a playable state, I'm likely going to do some mod/CC gardening.

WARNING: Professional Lurker Alert!

Mad Poster
#6 Old Today at 5:38 AM Last edited by simmer22 : Today at 5:55 AM.
Quote: Originally posted by Peni Griffin
I think compressing only takes up less room in memory. Which is important when you start measuring your cc in gigs.


You mean harddrive space, or RAM?

--

I can't say I've noticed much difference with compressed/non-compressed files in regards to loading and game performance, but it does have a positive effect on harddrive space (especially if you've got limited space).

I compressed the rest of my CC a while back, but I didn't see much of a difference in game performance or loading. Reasonably sure I had around 33 GB when I started, now it's down to about 25 GB, though I did throw out at least 0.5-1 GB. And then added some new stuff

--

Uncompressed files take up a lot of harddrive space - Before compressing the file, textures with DXT3/5 compression in the TXTR usually take up about 1-1.4 mb for each included 1024x1024 px texture, and between 250-700 kb for each 512x512 texture. It adds up quickly. Higher poly meshes also count in the file size, though not as much.

Uncompressed textures (RAW format), take up about 2-4x the space of those again, and even seem to be a bit heavier on the game (somewhat higher chance of pink-flashing or other related issues). These won't compress to any significant degree, either.

Uncompressed recolors of a spesific object will usually have the same filesize before compressing, so you can roughly know which texture size it uses just by looking at the filesize (unless there are multiple textures).

Bodyshop files/textures already get compressed to some degree (compressing them usually only removes a few kb) - otherwise they'd be much larger straight out of "shop" (1024x textures... go figure), so the game already can deal with compressed files.

If the textures have a lot of empty space with areas that won't show on the mesh or has areas with little to no detail, the files get smaller when compressed. Lots of detail cause larger files (if you use patterns, only put the pattern in areas that are showing, and cover up areas of the texture that aren't in use with a single color, especially in Bodyshop and if you intend to compress the files. The files end up much smaller).
Top Secret Researcher
#7 Old Today at 1:31 PM
I don't think it impacts loading speed noticeably. The compression format is simple. Most resources in the game itself are compressed and will form the bulk of the loading processs. I don't like to use compression on the whole package because there is no gain from compressing small resources that are around 1 kB each, and searching over compressed data becomes impossible. Like the guy above said, compression works if you have a lot of redundancy like areas of the same color, or a table with nearly the same rows. A photographic image can't be compressed any with lossless compression.

Textures in compressed form (S3TC) work much faster because they are kept compressed in memory and uncompressed on the fly in the video card. If your texture doesn't have transparency, you can save one half of the space on both disk and memory by selecting the DXT1 format instead of DXT3 or DXT5. If there is a quality difference between these, then it is from a flaw in the encoder. There is no difference in the nVidia encoder, but there might be when encoded directly from Sim PE by loading a TGA/PNG instead of a prepared DDS.

It sucks that compression on big resources usually fails when used directly in Sim PE, and the compressorizer utility must be used for images and models.
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