The worst kind of an Internet-herpaderp. Internet-urpo pahimmasta päästä.

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Cake day: July 24th, 2023

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  • zstd is generally stupidly fast and quite efficient.

    probably not exactly how steam does it, or even close, but as a quick & dirty comparison: compressed and decompressed a random CD.iso (~375 MB) I had laying about, using zstd and lzma, using 1MB dictitionary:

    test system: Arch linux (btw, as is customary) laptop with AMD Ryzen 7 PRO 7840U cpu.

    used commands & results:

    Zstd:

    # compress (--maxdict 1048576 - sets the used compression dictionary to 1MB) :
    % time zstd --maxdict 1048576 < DISC.ISO > DISC.zstd
    zstd --maxdict 1048576 < DISC.ISO > DISC.zstd  1,83s user 0,42s system 120% cpu 1,873 total
    
    # decompress:
    % time zstd -d < DISC.zstd > /dev/null
    zstd -d < DISC.zstd > /dev/null  0,36s user 0,08s system 121% cpu 0,362 total
    
    • resulting archive was 229 MB, ~61% of original.
    • ~1.9s to compress
    • ~0.4s to decompress

    So, pretty quick all around.

    Lzma:

    # compress (the -1e argument implies setting preset which uses 1MB dictionary size):
    % time lzma -1e < DISC.ISO > DISC.lzma
    lzma -1e < DISC.ISO > DISC.lzma  172,65s user 0,91s system 98% cpu 2:56,16 total
    
    #decompress:
    % time lzma -d < DISC.lzma > /dev/null
    lzma -d < DISC.lzma > /dev/null  4,37s user 0,08s system 98% cpu 4,493 total
    
    • ~179 MB archive, ~48% of original-
    • ~3min to compress
    • ~4.5s to decompress

    This one felt like forever to compress.

    So, my takeaway here is that the time cost to compress is enough to waste a bit of disk space for sake of speed.

    and lastly, just because I was curious, ran zstd on max compression settings too:

    % time zstd --maxdict 1048576 -9 < DISC.ISO > DISC.2.zstd
    zstd --maxdict 1048576 -9 < DISC.ISO > DISC.2.zstd  10,98s user 0,40s system 102% cpu 11,129 total
    
    % time zstd -d < DISC.2.zstd > /dev/null 
    zstd -d < DISC.2.zstd > /dev/null  0,47s user 0,07s system 111% cpu 0,488 total
    

    ~11s compression time, ~0.5s decompression, archive size was ~211 MB.

    deemed it wasn’t nescessary to spend time to compress the archive with lzma’s max settings.

    Now I’ll be taking notes when people start correcting me & explaining why these “benchmarks” are wrong :P

    edit:

    goofed a bit with the max compression settings, added the same dictionary size.

    edit 2: one of the reasons for the change might be syncing files between their servers. IIRC zstd can be compressed to be “rsync compatible”, allowing partial file syncs instead of syncing entire file, saving in bandwidth. Not sure if lzma does the same.








  • Unnamed Space Idle? https://store.steampowered.com/app/2471100/Unnamed_Space_Idle/

    It is pretty similar to Melvor, you have a space ship instead of a character. Ship automatically shoots baddies and goes forward. You upgrade the ship, it’s parts, etc. Proceed to idle, harveste materials, craft stuff, collect bonuses, unlock new tiers of stuff… etc. It looks a bit amateurish, but it’s pretty cool as far as idlers go.

    It has offline progress, cloud saves & works on linux too. And apparently you can share your progress with android version too - but I dunno for sure, haven’t tried.

    There are mtx available, but even the game tells you they’re not really needed, they’re there for giving support to the dev - and I can confirm, the game isn’t coin operated at all, you gain everything you’d realistically need through gameplay at reasonable pace.




  • using a 3090, switched dlss to use the new transformer -model and it’s GREAT. Basically all smeared surfaces while moving are gone, wet pavement stays crisp while waking the rainy streets…

    Kinda feels like the image quality which previously was “DLSS Quality” can be achieved with “DLSS Performance” now, just with higher framerate.

    For laughs I tried the dlss -files with other games (The Ascent, PGA TOUR 2K23), and overall the visuals appear more detailed with less artifacting when using DLSS. Apparently the results could be even better if I tinkered a bit with nvinspector and enforced the “J” profile for dlss for the games, too.