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/prog/ challenge - Compressing Visual Novels

Name: Cudder !cXCudderUE 2016-05-14 17:53

What makes VN companies come up with proprietary image/video/audio formats that compress worse than standard ones? Here's an example:

Proprietary format, original: 871KB
Proprietary format, recompressed[1]: 822KB
PNG: 676KB
Optimised PNG: 674KB
JPG (high): 221KB
JPG (medium): 125KB
JPG (low, artifacts start becoming obvious): 86.7KB

So they could be several times smaller while looking almost the same, and that's not even getting into things like difference encoding since the bulk of them are almost the same images with slight differences.

Here's the challenge: find an existing VN, and write a little utility to compress it to 1/2th its original size or less while maintaining all the content. You have until the end of the year.

[1] I RE'd the format and wrote a compressor for it, which performed better than the original while decompressing to the exact same data.

Name: Anonymous 2016-05-19 2:51

>>40
Either from mommy and daddy or from our taxes.

Name: Anonymous 2016-05-19 3:27

>>39
Higurashi and Umineko took four years each to make. Hardly a quick cash grab. Higurashi is still getting milked too. It will get a VR spin off somehow if Ryukishi07 is still alive by then. Umineko would make a good murder mystery game too.

There's also Fate. I don't know how that would work in VR though.

Name: Anonymous 2016-05-19 6:43

>>39
I don't really give a shit about VNs but that's a pretty dumb argument because most of game genres won't make sense in VR. shmups, strategy games or turn-based RPGs won't be jumping to VR either because why would they? it only makes sense for games that are fully 3D an played from a first-person perspective

Name: Anonymous 2016-05-19 10:04

>>33 nice dubs.

Name: Anonymous 2016-05-19 10:11

>>43
VR main genres will be Harem, Romance and Hentai
Probably along with "Create your 3D waifu" helper program

Name: Anonymous 2016-05-19 12:22

>>45
VR ANDRU!

Name: Cudder !cXCudderUE 2016-10-10 17:47

Total images original size 1.05GB
After replacing duplicates with "symlinks" 534MB

This is ridiculously low-hanging fruit. It's not even hanging, it's sitting on the ground. A 5-minute postprocessor could save your disk space by up to 50%!

Next strategy I'm going to try: differencing successive images. There are many sequences of images which are basically the same except for some changes in things like facial expression. It's not even at the complexity of an H.264 encoder (or perhaps that would be an エッチ.264 encoder...)

Any bets on the resulting filesize?

Name: Anonymous 2016-10-10 18:06

>>32
At least Cudder can write a FizzBuzz app.

Name: Cudder !cXCudderUE 2016-10-10 18:30

I decided to just throw them into ffmpeg's H.264 encoder at default settings to see what it could do, and... 32MB!!! HOLY FUCKING SHIT!!! THIRTY TWO TIMES SMALLER!!!

The resulting file even plays in any media player, since it's just a video (slideshow). Every frame looks identical to the original images.

1GB+ to 32MB. I knew they were bloated, but didn't think it would be that big of a difference. H.264 is amazing.

Name: Anonymous 2016-10-10 18:46

>>49
H.264 is amazing
and proprietary

Name: Anonymous 2016-10-10 18:52

>>49 Try HEVC/H.265

Name: Anonymous 2016-10-10 19:42

Check dubs

Name: Anonymous 2016-10-10 20:44

>>47,49
What VN is this?

Name: Cudder !cXCudderUE 2016-10-10 21:40

Name: Anonymous 2016-10-10 21:43

Check em

Name: Anonymous 2016-10-10 22:05

Check em

Name: Anonymous 2016-10-11 6:55

>>54
Just because the spec is visible doesn't mean that it's also open. H264 a proprietary spec that will cause liability in any public activity in the countries that enforce H264 patents.

Name: Anonymous 2016-10-11 7:33

Name: Anonymous 2016-10-11 8:01

Just the other day there was a libJPEG arbitrary code execution exploit released and here you are asking why no sensible developer wants to use open standard trash. A better thing to do would be just use DirectX texture files for everything, since it's developed and maintained by real programmers good enough to be paid, not college dropout failures who work for exposure and are terrified of showers.

Name: Anonymous 2016-10-11 8:11

>>59
because proprietary software has no exploits against it :^)

Name: Anonymous 2016-10-11 8:18

>>60
"With enough eyes all anii are haxxable" is dumb. There are more eyes watching commercial software because that's where the money is. Vulnerabilities that can be found usually are on the realm of static analysis these days. The tiny flaws don't get noticed in open source any mute than they do closed.

Name: Anonymous 2016-10-11 9:01

>>61
you know how I know you never worked in security for a major corporation? because you wouldn't have written this shit. here's the truth:
1. proprietary software uses open source libraries a lot - sometimes directly, occasionally developing their own solutions based on FOSS stuff if the license is too restrictive
2. corporate code monkeys are fucking horrible at their jobs
3. most vulnerabilities (as in individual errors in code that allow exploitation, not whole new classes of vulnerabilities) are found by fuzzing because finding vulns statistically gets exponentially harder with program size because programs are trees (this goes for both manual and automated tests)
4. because in corporate world everything is tied to a budget, bugs may go unfixed if the cost (of fixing) vs benefit (of preventing exploitation) doesn't look good. but because not all hackers have the same skillset, what looks like a tricky to fix DoS for a pentester might be a code execution for a russian black hat

Name: Anonymous 2016-10-11 13:55

>>62
statically, not statistically

Name: Anonymous 2016-10-11 13:56

>>63
staticly, nost statically

Name: Anonymous 2016-10-11 14:44

>>64
sticly, not staticly

Name: Anonymous 2016-10-11 21:48

>>65
dubs, check em

Name: Anonymous 2016-10-11 22:49

>>57
what if i implemented it slightly different?

Name: Cudder !cXCudderUE 2016-10-12 1:35

>>57
in the countries that enforce H264 patents.
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHAHAHAHAHAHAHAHA

I have 99 problems but an H.264 license ain't one.

...and chances are everyone already has paid someone for a H.264 license.

Name: Anonymous 2016-10-12 1:46

>>68
being proud of living in a 3rd world shithole

justcudderthings

Name: Anonymous 2016-10-12 1:59

C-dder is all talk and no action.

Name: Anonymous 2016-10-12 6:00

>>67
I don't know what specific change you'd do, but I would guess that you'd probably produce something "inferior" or it would be incompatible with the spec. In the interest of promoting open standards, I advocate encoding video using the completely open VP9 codec.

Name: Anonymous 2016-10-12 6:06

Check em

Name: Anonymous 2016-10-15 13:12

cudder? are you the dev of anonix or something from a cople of yes ago?

Name: Anonymous 2016-10-15 14:00

>>73
It was a couple of no ago, actually.

Name: Anonymous 2016-10-15 17:47

CheCk 'eM

Name: Anonymous 2016-10-15 19:07

dubs check

Name: Anonymous 2016-10-15 21:22

>>72,75-76
4 real this time.

Name: Anonymous 2016-10-15 21:24

>>77
77
Nice dubs.
22
Nice dubs.

Name: Cudder !cXCudderUE 2016-10-16 11:19

>>73
I started Anonix/Anoncoreutils. The suckless guys took over from there a few years later, in fact I'm pretty sure the very first versions of sbase were based on Anoncoreutils.

>>71
VP9 would probably be only slightly inferior to H.264, but still make things two dozen times smaller.

Next thing to investigate: does Japanese compress better or worse than English text?

Not much can fit in 64K, but how about a 64MB procedurally generated VN...?

Name: Anonymous 2016-10-16 14:53

"Cudder" is not the same Cudder that started the (terrible) Anon* projects a few years back. I thought everyone knew this.

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