Comment by nonadhocproblem
5 hours ago
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):
codec decode ratio encode
misa77 -0 4061 MB/s 61.52% 40.4 MB/s
misa77 -1 2851 MB/s 59.04% 36.2 MB/s
lz4 2561 MB/s 62.66% 488 MB/s
lz4hc -12 2428 MB/s 55.53% 6.23 MB/s
Results on equipment asset (WoTR):
codec decode ratio encode
misa77 -0 4675 MB/s 54.33% 48.6 MB/s
misa77 -1 3752 MB/s 51.96% 40.9 MB/s
lz4 3101 MB/s 55.21% 497 MB/s
lz4hc -12 3036 MB/s 47.62% 6.25 MB/s
Results on texture asset (DOS2):
codec decode ratio encode
misa77 -0 5546 MB/s 67.99% 47.0 MB/s
misa77 -1 2991 MB/s 63.79% 31.5 MB/s
lz4 3602 MB/s 68.53% 623 MB/s
lz4hc -12 2689 MB/s 59.30% 9.01 MB/s
Note: the benchmarking setup is identical to the intel x86-64 one described in the readme.
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