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- Embed this notice@Jain @SuperDicq @icedquinn I think you're mixing real time compression with archival compression. Drive/file system compression is real time and fitgirl uses archival compression. The game engines can't just use archival compressed files directly without them being first uncompressed. Extracting them to RAM during loading is an option, but it comes with obvious loading times and increased RAM usage. Real time algorithms like ntfs and btrfs compression let the game engine access the compressed files "directly" without extracting them first due to the file system doing that transparently.
Archival compression can be very aggressive and yield those kind of space savings as you said, but transparent compression is more latency critical and not yielding as good savings. So using Fitgirl ratios to claim asset compression sucks is misleading. Better argument would be to use file system compression ratios.
Sorry for wall of text.