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#31
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Hehe... well Abscissa, those results were to be expected.
The image you used is high contrast and the color count is very low (137). In this case an indexed 8bit format would be perfect (eg png). Compressing this kind of image with a lossy algorithm usually results in a bigger image, because the compression scheme doesnt work well with that kind of data. And now... if you save that new image again as png it will be way bigger than the original one, because there are now way more colors (and blocky artefacts all over the place). Its always important to pick the best suited format if you want the best results (there isnt a one size fits all thingy). The original png - 101739 bytes The same as 8bit png (pngout) - 55190 bytes (the visuals are 100% identically) >things like anime/manga, cartoons, technical drawings Yes, png is better there. But it depends... say an anime-ish image with a colorful background... then something lossy will be better. Or things like scanned line art... jpg will be better there unless you do some filtering before saving it as png (basically you need to make the color curve steeper, making the dark bits darker and the bright bits brighter). So, be sure to pick the right format (at the very end)... for each file individually. That is... if you want to get the biggest bang for the buck. If you end up with lots of png files you can also try uncompressed tgas or bmps instead. If you use a good installer with an up to date compression scheme (lzma) you can end up with a smaller installer. (Yea yea... I know I repeat myself... said that a million times etc yadda yadda) @Phil Steinmeyer The quality depends on the used encoder (the same is true with plain old jpg btw). |
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#32
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Cas ![]()
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Puppygames - Play DROID ASSAULT, our Paradroid homage! |
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#33
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Alex Saveliev, "Want your graphics be smaller, yet look better? Use JPEG 2000! It's extremely easy with J2K-Codec" |
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#34
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![]() Anyway, no offence, but seems like Java is counting its days because of C# ![]() I doubt that such tremendous amount of work to convert C++ code into Java will pay for itself…
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Alex Saveliev, "Want your graphics be smaller, yet look better? Use JPEG 2000! It's extremely easy with J2K-Codec" |
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#35
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NO MORE SARCASM, JUST STRAIGHT CAPS FACTS. this is sparta!!!! |
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#36
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Nick Sabalausky |
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#37
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Now, what is JPEG good for? Photographs. What did you use it for? Something that would obviously be best for PNG. Do your same test, but this time with a photograph and between PNG, JPG, and JPG2K. I know you're smarter than that, Nick! ![]() @Alex: You seem to have a lot of folks on your hook as to why we should use your codec instead of Jasper. However, you haven't got any quantifiable data on your website, nor have you posted anything on here. You keep saying, "Mine's faster", and "Mine's better", but I'm not going to pay $99 to figure that out. How about some reproducable numbers?
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Daniel Kinney solaristudios:. ● TIGRS - The Independent Game Rating System ● "Hard-Sell: The Only Sell" |
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#38
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So, for Athlon 2000: Original JPEG: 22 MegaClocks JasPer ================================================ Decode: 412.266 MegaClocks Get image via jas_image_readcmptsample(): 2482.830 MegaClocks [No additional memory] Get image via jas_image_readcmpt(): 41.055 MegaClocks [Additional ImageWidth*ImageHeight*4 bytes memory] ================================================= J2K-Codec: 136 MegaClocks. So, 2894 vs 136 => ~ 20 times. Plus, less memory, better support and much easier to use You can actually decode an image in 1 function call:J2K_Image image; image.easyDecode("test.j2k"); After that, image.buffer holds the decoded image of image.width x image.height. Isn't that easy? ![]() Plus some features for game developers, such as J2K_Frames class. Plus Delphi and VB support. Plus smaller size (DLL only takes 84 Kb, if compressed - 25 Kb) Plus exe-resources support. And a lot more ![]()
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Alex Saveliev, "Want your graphics be smaller, yet look better? Use JPEG 2000! It's extremely easy with J2K-Codec" |
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#39
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Well, I make 453 vs 136 ~3.33 times quicker, and if anyone is that tight that they can't afford a 1.4meg buffer + whatever jasper uses internally for decompressing game images (which is for a 800x600x32bit image) then they have other issues to worry about, instead of me bashing jasper or J2K-Codec without using either I will try to spend the weekend bench testing both of them (unless someone does it beforehand ) in real world situ (and with an unbiased opinion), I'm guessing most people will just use the technology to make file sizes smaller for transfering across the net with little quality loss as possible, so I will use that as my bench test.. I guess how many scews each cover and how much they cost is a no brainer.
If anyone else suggests a real world situ for using jpeg2000 apart from basic installation, please suggest it and I'll try to add that to the tests. |
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#40
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.I clearly stated in my first post that my results were only relevent for that particular sort of image, so don't give me this "you should have used a photograph" garbage. Pardon me for not knowing those results "should have" been obvious to someone who has never touched or read up on the damn format before. Give it a fucking rest already, people.
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Nick Sabalausky Last edited by Abscissa; 07-13-2005 at 09:23 PM.. |
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#41
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![]() Anyway – such independent comparison (if done properly and honestly) would be a great thing! I am sure you let us know, how you have performed it in details ![]() I suggest comparing speed, features, program size increase, reliability, documentation, samples and ease of use. And I will be glad to answer any questions that may arise during the testing (alex@j2k-codec.com). As for a real-word scenario – try using it for a bunch of sprites with animations and alpha-channel and a couple of large pictures, such as menu and background. I guess this will be pretty typical for a game. Thank you!
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Alex Saveliev, "Want your graphics be smaller, yet look better? Use JPEG 2000! It's extremely easy with J2K-Codec" |
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#42
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By the way, I want to offer a time-limited 20% discount for all readers of this forum!
So now you are able to evaluate J2K-Codec till the end of this month (for 2 weeks) and buy it for $79 instead of $99 by following this link: http://secure.emetrix.com/order/prod...&DC=INDIEGAMER Don't miss the chance! ![]() Thank you!
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Alex Saveliev, "Want your graphics be smaller, yet look better? Use JPEG 2000! It's extremely easy with J2K-Codec" |
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#43
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I just want to say a quick Thank You to Alex for dropping by and letting us know about the toolkit. I've been using wavelet compression for a while and his toolkit looks pretty decent. The only thing I'm currently missing is OSX support..
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#44
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I have nothing to gain if anyone uses either, you do however, but to be honest, by all your replies so far on the issue with regards to other peoples assertions I think if any negatives are produced you will think it's my attempt to form some sort of conspiracy. But on a side note, having looked at the PDF's last night for Japser, I guess it would be kinda difficult to make documentation any worse. So before you retort, the test will be conducted in utter fairness, I still think it would be good for a couple of others to do similar tests as well, as more than one opinion would be more beneficial. |
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#45
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They see marketing in your every word...To be honest - I didn't even create this codec for selling first. I've created it for myself, as JasPer replacement. And when I used it successfully, I thought "Hey, I guess there are other game developers out there that face the same problem, why not to make it a commercial product - to help others and to return the money I spent on development" ![]() Quote:
Write to me (alex@j2k-codec.com) - maybe I could help you...
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Alex Saveliev, "Want your graphics be smaller, yet look better? Use JPEG 2000! It's extremely easy with J2K-Codec" |
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#46
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![]() I'm not afraid of any objective testing. I'm, actually, really interested in it (thank you again!). Quote:
![]() Looking forward to your results!
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Alex Saveliev, "Want your graphics be smaller, yet look better? Use JPEG 2000! It's extremely easy with J2K-Codec" |
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#47
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but your previous posts do come across as marketing babble, if you re-read them you will see what other people see, which is probably why all the negatives appear, nice to see you've dropped your prices for the little community here, also, do you market your library to outside the gaming sector ? or is this your main target audience (gaming) ?Additionally, the most important issue at hand I think is the price, when you know you can get free alternatives I'm sure you will have to push your marketing as hard as if you were just competing with other commercial applications, it's difficult in your case as you have a codec rather than an application that can be played/create things, if that makes sense, at least you seem to have an advantage over the other commercial offerings at least. Last edited by Nikster; 07-14-2005 at 01:55 AM.. |
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#48
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![]() And I just want to say again that it's been great Alex stopped by and told us about his kit. I'd love for more tool authors to now and then stop by here and tell us about their products. I think most people confuse Open Source with Free. Integration and learning time does also cost. Alex kit costs $99 (without discount), GIS (Geopgraphic Information Systems) level products can easily cost in the $1000-$5000 range. And the function set just to decode something might run in the range of 10-15 calls plus a few structures thrown in. Yes, that's neccessary if you are doing GIS, but not that neccessary for games. A small clean library specially targeted at games is a great product idea. And naturally Alex wants our money, that's how he finances the development.. And we should be happy for that. ![]() |
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#49
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![]() I once (honestly) told in one comunity, that I do care to help game developers - they laughed at me They thought it was a marketing trick... Sad...Quote:
![]() But since I am a game developer and this product was created especially for games, I would like to see game-dev community as my main audience.
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Alex Saveliev, "Want your graphics be smaller, yet look better? Use JPEG 2000! It's extremely easy with J2K-Codec" |
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#50
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OK ok, I didn't want to come across I was on some sort of attacking rampage, Alex, you really need to get some proper marketing guy for your product, I've decided not to do a comparison on the grounds it will be like comparing oranges against apples, sure, they're both fruit, and yeah, they both come out in your poopie, but they do different stuff inside
The main thing with Alex's codec is that it has features only really intended for games, mainly the frame component, the class system is wrapped up nicely for ease of use, and obviously the documentation is good due to there being hardly any calls, you only need to use the two provided classes to cover most aspects. You can tell this was mainly designed with windows in mind, due to the resource loading feature and I guess is one of the reasons it's a PITA to be as portable as it could be, that and it being dll based. One of the features I do like is the options being passed as strings, some may see this as bloat, but it's hardly going to bankrupt you and it's the best way of allowing the dll's to be updated without having to recompile your main application, so bug fixes in the codec would be as simple as replacing the dll. I think the only things missing is to have a statically linked library option, a supplied encoder (sure you can get those anywhere but it's nice to beable to have an all in one solution), and, this is more of a nitpick, but would be nice to have dynamic sizes for the frames, this would only be needed to optimise item graphically in vram avoiding wasted space, but like I say, this is nothing of real importance. The only problem this has is it's portability, it maybe worth getting in touch with some of the guys on here who have actually done porting to macs, coupled with a linux solution you pretty much have most of the market covered cornered and most people will be even happier having the same code base for three scews without having to mish mash libraries between platforms. Oh, I forgot about the custom reading callbacks, which is also great and has numerous uses. Right, there you have it. my biased opinion against your codec ![]() But do look at getting proper marketing done as it can be pushed a lot more than it currently is. Regards, N!k |
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#51
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By the way, I am preparing a press-release now, so would you mind if I use some quotes in it? If you don't mind, I would also like to know, how to sign them ![]() And I would also like to use Kai Backman's quote about GIS systems. Is it possible? Thanks!
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Alex Saveliev, "Want your graphics be smaller, yet look better? Use JPEG 2000! It's extremely easy with J2K-Codec" |
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#52
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Sure, you can use any of the quotes, and regards to the encoder, I mainly meant this as a sperate entity encoder (not part of the actual codec library), even some console app that would allow you to just wildcard convert your original textures, this is because mainly people will have all source graphics as bmp/tga/png format.
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