Compression To The Max!


Recommended Posts

This is straight from what i saw at NTFS.org (and even viewed the very cool demo!):

You would have downloaded movies and game demos, all around a few Megabyte mark.

These guys have come up with a Direct X compression that can make a movie or demo which used to be 30MB's into 64KB file with no loss of quality or sound !

A demo is a program that displays a sound, music, and light show, usually in 3D. Demos are very fun to watch, because they seemingly do things that aren't possible on the machine they were programmed on.

Essentially, demos "show off". They do so in usually one, two, or all three of three methods:

They show off the computer's hardware abilities (3D objects, multi-channel sound, etc.)

They show off the creative abilities of the demo group (artists, musicians)

They show off the programmer's abilities (fast 3D shaded polygons, complex motion, etc.)

Demos are an art form. They blend mathematics, programming skill, and creativity into something incredible to watch and listen to.

The soundtrack is very stylish; the transitions from one effect to the other are smoothly done.

We have made a .zip containing 2 movies in it, each movie is 64KB, when you run them it is hard to believe that they are so small !

Very Small Movie

More Here

Source: NTFS.org

Link to comment
Share on other sites

This have already been posted...

Anyway... it's nice but no game developer would use these methods because it's slow and instead of storing textures, it stores a description of the textures.

Link to comment
Share on other sites

This has been going on for years, mainly over in the Europe area. They have big partieswhere people show off the demos they created. Demos are usually around 7mb themselves, but then there is a 64kb intro contest, where each group gets 64kb to create their intros, there are some very impressive ones out there, just search google for 64k intro and you should find some good stuff. Also there was a DVD released with demos on it a while back, it was posted on Neowin too.

Link to comment
Share on other sites

but imagine if this kind of thing could be applied to streaming video online?

This is 3D graphics, it's all computer made.

It would be difficult to do the same to real pictures...

It's better to use more bandwidth than 100% of a 3GHz CPU.

Link to comment
Share on other sites

Some of these are coded in assembly, or at least some I have seen. This makes the code really small though its painstaking to do. Anyone who's coded in assembly ( I've done a bit ) would know.

You'll notice they have repeating textures which also makes it easy to make it smaller as are some of the soundtracks.

There are also some much larger ones at over 1 MB which are much more impressive. I like watching them more than some of the 3d games out there.

This is a bit vague, I know, but there was something on /. over a year ago that a teenage programmer had made a 3d engine/environment with bump mapping, textures yada yada and you could download a working version which was 500k - 1 MB in size. It was really amazing. If someone could find the link I would be really happy. The /. search is not working really well anymore.

Link to comment
Share on other sites

The problem with you guys that say why can't they use it atm is that the whole thing is mathematical formulas. None is actual textures or shapes, since everything needs to be a formula, it is not feasible for actual use. READ before commenting.

Link to comment
Share on other sites

Well i only spotted them at NTFS, haven't seen them before but maybe i'm just a little outdated on the news :)

I don't think those demos (the 64kb ones) were coded in assembly as the descriptiion says they were using Direct X compression. I've seen assembly demos before and they don't look as good as the 64kb ones.

Link to comment
Share on other sites

There is no single texture, geometry or sound stored. It's all generated off mathematical functions. READ their site.

Nvidia and the rest of them are trying to push so that textures in all future games will be mathematically formulated so that there will be no actually bitmaps or what have you. Apparently this will save a ton of bandwith. Can't remember where I read that (probably in one of the Maximum PC issuesa couple months ago).

Link to comment
Share on other sites

It is VERY old, I remember these demos from about a year or two ago. Ntfs is a bit incorrect as DirectX compression is not involved. Ntfs infact does not link to the source either. It is at http://theproduct.de/ .

From their site:

creating high quality textures in 64k is nice. but without models to apply to, it is just a rather abstract slide show.

after experimenting with several object generation methods, chaos decided to use the most primitive approach: geometric shapes like cubes and cylinders are distorted and combined to more complex scenes.

when we had our first version with soundtrack, the hour of truth had come. how big is the executable? before the project started, chaos told fiver2 that it will be anything between 32 and 200 kbytes, he had no idea. we were very pleased to see that it was about 40 kilobytes, leaving lots of space to store data.

when we reached about 50 kilobytes we got very excited since the file size did not grow at all. it took a day to create one or two kilobytes of high quality data! the executable packer was a miracle.

upx is the most prominent and wide-spread executable packer on pc and it is really good, but ryg has made a modified version that really kicks. it saves only a few kilobytes, but when aiming for 64 kilobytes that makes a difference.

at some point, fiver2 did not trust the coders any more. he just could not believe that the packer crunches a whole day of work into one or two kilobytes. it didn't even make a difference if he tried hard to save memory or just clicked the scenes together.

but our standard were rising each day, and when fiver2 started with camera movements and kb included more sound data, things were getting tight. reordering data in a way that pleases the packer saved the day more than once, and cutting the lowest 8 bits of float numbers isn't a bad idea, too.

---

It is necessary for one to evaluate their sources before posting. Though it may be new to you, that is not the issue, the issue is displaying incorrect information. Sources should be validated before posting.

Link to comment
Share on other sites

Guess i am a little outdated, but i'm not the only one. Sorry about the "old news". This is the reason why i don't post here often :)

I'm not blaming you, I just want to be sure that the original authors got credit and we neowians understand what it really is :)

Link to comment
Share on other sites

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.