To save more user space after installation it would be great if we could compress the *.acc files for cars and tracks with GZIP. This would save space by factor 5.
One remark about this: the loading of contents for races is currently very slow, for example compared to the one of other racing sims (VDrift, Trigger, TileRacer). Should this have a huge impact on loading speed, well, it may be a good idea to speed up loading first (e.g. loading every car model only once)...
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
@JP: As one that works a lot with tracks i can say you edit most times .ac files. In .acc files i only delete shadow map texture channels on some objects - so compression is not an editing problem. Compress a track is just the last final step.
@ocirne:Sure we are so slow? Or is it more the way we visulize loading the race. I know Garaguee/Dirt-3 is available for VDrift two, but i didn't compare the loading on both games.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
i made a short test, SD took 3.109s to load one car player car and Dirt-3, Vdrift took 4.630 for the same. So we aren't so slow. The only thing is Vdrift has some sort of caching, restarting or going back to menu and start the same track again took half of the loading time.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Checked this out with track Allondaz. Original file allondaz.acc = 4.1mb, GZIP compressed just 1mb. Could feel a differenze between loading the compressed or uncompressed track file. From my point of view it works nice. But it would be better if SD would look for name.acc.gz and not only for name.acc. If the track is named name.acc.gz humans and file managers will recognized that this is a compressed track file. This would make it easier to handle.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
While I'm 100% for this :
I wonder if the track / car designers will enjoy having to zip and unzip again and again while working on their 3D models ...
One remark about this: the loading of contents for races is currently very slow, for example compared to the one of other racing sims (VDrift, Trigger, TileRacer). Should this have a huge impact on loading speed, well, it may be a good idea to speed up loading first (e.g. loading every car model only once)...
@JP: As one that works a lot with tracks i can say you edit most times .ac files. In .acc files i only delete shadow map texture channels on some objects - so compression is not an editing problem. Compress a track is just the last final step.
@ocirne:Sure we are so slow? Or is it more the way we visulize loading the race. I know Garaguee/Dirt-3 is available for VDrift two, but i didn't compare the loading on both games.
i made a short test, SD took 3.109s to load one car player car and Dirt-3, Vdrift took 4.630 for the same. So we aren't so slow. The only thing is Vdrift has some sort of caching, restarting or going back to menu and start the same track again took half of the loading time.
Checked this out with track Allondaz. Original file allondaz.acc = 4.1mb, GZIP compressed just 1mb. Could feel a differenze between loading the compressed or uncompressed track file. From my point of view it works nice. But it would be better if SD would look for name.acc.gz and not only for name.acc. If the track is named name.acc.gz humans and file managers will recognized that this is a compressed track file. This would make it easier to handle.
The slow loading is not due to tracks, but to car graphics.
Diff: