Compression methods
xboct02 opened this issue ยท 2 comments
Bug Description
Minecraft is able to run with a fairly large data compression ratio and severe errors, but selecting a rational% compression for each module can save memory VERY well, and therefore performance. The implementation is unexplored, but it does not look difficult. Divide texturing modules, fonts, shaders, and program code by compression ratio with the least number of errors. This is quite interesting in the Minecraft corruptions YouTube thread.
Reproduction Steps
Log File
GPT:Yes, you can set optimal compression values for each aspect of the game to achieve a balance between performance and stability. For example, textures and fonts may remain less compressed because they are critical for visual display, while other elements such as models, sounds, or game data may be compressed more. To do this, you need to:
Analyze the sensitivity of data to compression: Determine which elements of the game are more sensitive to aggressive compression and it is better to leave with a minimum compression level. These are usually textures, fonts, and important game scripts.
Use different compression algorithms: Apply different types of compression depending on the data. For example, lossless for critical data and lossy for less significant ones (for example, for sounds).
Check stability at different compression levels: Test the game at different compression levels for each component and find acceptable limits at which stability is not violated.
This can allow you to optimize