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Thread 105894690

11 posts 4 images /g/
Anonymous No.105894690 [Report] >>105895986
let me guess
Anonymous No.105895986 [Report]
>>105894690 (OP)
yes, i need more.
I need you to understand the difference between a container and a codec, retard.
Anonymous No.105896051 [Report] >>105896123
https://qoaformat.org/

Let me...
Anonymous No.105896123 [Report] >>105897788
>>105896051
this would be useful if we were still running 386's
any remotely modern cpu can decode vorbis/aac-lc at like 500.000x faster than real time, what the fuck is the point of trading off efficiency for decoding speed?
Anonymous No.105897788 [Report] >>105898132 >>105898368
>>105896123
Playing hundreds of sounds simultaneously (video games).
Anonymous No.105897885 [Report]
Yes
Anonymous No.105898132 [Report]
>>105897788
OGG Vorbis is an industry standard for video games. It just works. Don't reinvent the wheel.
Anonymous No.105898368 [Report] >>105898402 >>105898496
>>105897788
gta san andreas on the ps2 used ogg vorbis for all its sounds, the game was a huge open world that really pushed the hardware to its limits, despite that, the developers didn't find vorbis to be a big enough resource hog even on such hardware
and modern games are the most unoptimized slop ever conceived by mankind
I will never believe that decoding a bunch of vorbis files is enough to cause ANY measurable performance impact on modern hardware running modern games.
It would only maybe make sense for footsteps or other sounds which are short and frequently repeated, but for that use case regular pcm wav is already more than fine, what is that quite okay audio format saving there, 500 kb on a 150 gb game? no point.
Anonymous No.105898402 [Report] >>105898447
>>105898368
Vorbis is perfectly fine for footsteps too. It takes negligible processing power to decode it.
Anonymous No.105898447 [Report]
>>105898402
>It takes negligible processing power to decode it
that's literally the entire point I was making
I'm just saying for optimization sake, those short frequently repeated noises MIGHT make sense to be uncompressed, and most games do that, it's just good practice.
why continuously waste an (insignificant) amount of cpu cycles just to keep something that's already so small more compressed? you sound like a pajeet webshitter
Anonymous No.105898496 [Report]
>>105898368
>but for that use case regular pcm wav is already more than fine
also forgot: flac exists, usually achieves excellent compression ratios for sound effects, and it's one of the fastest to decode audio formats out there, plus it is well documented and widely used, already an excellent alternative which makes QOI redundant.
BeamNG.drive is one of the few games i know of that includes flac encoded audio, usually for the engine sounds, they also use ogg vorbis and pcm wav for other stuff.