Comment by bootlegbilly
5 hours ago
this is super interesting! im excited to give this a look this afternoon, since I specifically have wanted faster throughout for decompressing maps in a game engine.
5 hours ago
this is super interesting! im excited to give this a look this afternoon, since I specifically have wanted faster throughout for decompressing maps in a game engine.
Hey, glad to hear that you found it interesting.
misa77 primarily targets textual data (ie. byte-aligned data formats where each byte corresponds to a symbol), so I hadn't tested it on game assets much until now.
After seeing your comment, I pulled some random assets from Pathfinder WoTR (in fact, Unity compresses them with lz4hc) and DOS2. The gains are much more modest here due to asset data being mostly floats, but level 0 performs decently nevertheless.
Results on a map asset (WoTR):
Results on equipment asset (WoTR):
Results on texture asset (DOS2):
Note: the benchmarking setup is identical to the intel x86-64 one described in the readme.
You can look at the LZ4 decompression implementation in ClickHouse: https://presentations.clickhouse.com/2018-highload-siberia/ (the presentation is quite old, but the implementation was updated recently). It uses the same LZ4 format, just decompresses faster.