I think it's in the title: assets. The example case is replacing the BMP assets used by a game with QOI with a resulting 10x size reduction: https://github.com/skeeto/chess/commit/5c123b3
I think this functions as a test case. For a game as simple as a chess UI, PNG would probably be fine unless you're code-golfing on the final output binary or refusing to use common dependencies. But for some programs (e.g. large video games), preloading all your assets is very common and decoding speed can be crucial. Maybe the assets could even be left in compressed form in memory in order to reduce the system requirements? I'm not sure if this is common or not.
Demo projects for the EightThirtyTwo CPU
Collect and Analyze Billions of Data Points in Real Time. Manage all types of time series data in a single, purpose-built database. Run at any scale in any environment in the cloud, on-premises, or at the edge.
A massively spiffy yet delicately unobtrusive compression library.
A minimal viable Deflate decompressor is not exactly complex, although slower than mainline zlib.
Heavily optimized library for DEFLATE/zlib/gzip compression and decompression
> The QOI benchmarks shows it only lagging a small bit behind PNG in compression ratio, while performing much faster (multiples) in both encoding and decoding.
Presumably that’s with stock libpng, which uses zlib. I wonder if anyone tried patching it to use the substantially faster (on x86) libdeflate instead? It doesn’t do streaming, but you shouldn’t really need it for PNG textures.
Super fast C++ .PNG writer/reader
Better lossless compression than PNG with a simpler algorithm
> You'd probably get even better results by using PNG's filters instead of QOI
Did anybody ever try this? It would be quite interesting and does not seem too difficult.
The only thing I could find is https://github.com/catid/Zpng which does not use the normal PNG filtering.
Transparently compress active games and programs using Windows 10/11 APIs
> This claim needs some real world evidence to back it up (and usually it's not about a performance impact, but instead a perceived image quality impact).
We're talking lossless compression here, so image quality is not the issue.
Fortunately someone else has already done this research. There's a tool for Windows to control the compact.exe behavior for individual folders called CompactGUI: https://github.com/IridiumIO/CompactGUI
They maintain a database of compression results here: https://docs.google.com/spreadsheets/d/14CVXd6PTIYE9XlNpRsxJ...
Reductions in storage use of greater than 50% are so common that they're hardly even worth remarking on. My experience with compressing a bunch of games is that the biggest gains come from compressing bloated asset packs. Hard to know what else could be taking up more than 50% of the storage space in a particular game.
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Lossless image format inspired by QOI “Quite OK Image” format
A fast, simple, lossless image file format.
* AFAIK it does this while beating the original QOI in terms of speed AND efficiency
Lots of benchmarks in: https://github.com/nigeltao/qoir
QOIX is my very own version that adds:
ReShade 5.0 Released!
1 project | /r/pcgaming | 2 Feb 2022
QOI – The “Quite OK Image Format” for fast, lossless image compression
7 projects | news.ycombinator.com | 23 Dec 2021
Losslessly compresses RGB and RGBA images to a similar size of PNG, while offering a 20x-50x speedup in compression and 3x-4x speedup in decompression
3 projects | /r/programming | 20 Dec 2021
Is there a way to save space of ark?
1 project | /r/ARK | 4 Jul 2023
400GB? Seriously? 25+ hours worth of waiting just to play it? Why is ark like this?
1 project | /r/playark | 26 Jun 2023