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I was informed by RSC/ DTG that .ap files are zero compressed files so a 1 GB .ap file will extract to 1 GB and that extracted file is "read" first by TS. Is that not rue now? I just extracted the Fife Circle route the .ap file was 239MB and the extracted files totalled 239MB.
The main reason DTG use .ap files is for checking the integrity of the game files whilst TS is loading - it is easy to verify a single .ap file rather than hundreds of files as was done pre .ap files before 2014.
On loading (procmon) TS runs around 14 million lines of code including checking all of the .ap files installed.
Now if you use a zip compression ratio of more than 1:1 do the files still work OK efficiently?
Surely if you use a higher compression ratio it is going to take longer to extract them for use in TS?
I am fortunate to use SSD's for my TS install and so I don't mind there being lots of files as I have a lot of free space.
TS ONLY loads one route and one scenario PLUS associated assets at anyone one time - so I am not sure what you would save by compressing files except disk space.
Plus if you have sufficient RAM installed - once the TS working set is loaded via the OS and VAS - it makes little difference to the running of TS whether you use a zip, or .ap file or not.
Thanks for a thought provoking well written article!
I checked the .ap files and indeed - as you said - DTG's .ap files are 1:1.
I did not know that.
I used so far 7zip 64-bit for the non-DTG files with a 'default' (= variable) compression rate.
For example:
RSSLO Karawankenbahn
unzipped 530MB
zipped 288MB
JustTrains Chiltern Main Line
unzipped 704MB
zipped 204MB
[BHBP] Berks & Hants to Bristol & Penzance v1
unzipped 2.1GB
zipped 508MB
etc.
So far, as I am still in the process of testing and zipping routes, I cannot see any flaws or 'missing' parts. All works perfectly fine. But, I do need to play more, to make sure. It seems the compressed .ap file is 'accepted' and being uncompressed during loading into memory, without complaint.
I did not measure the time it takes to load any scenario with everything compressed (not just stored) into MainContent.ap. I really doubt it makes any difference in performance or length-of-time-to-load on todays (last 10 years) hardware?
You are also right about the SSD aspect!
There really seems little point to touch any of the files and folders when you are using any kind of SSD (SATA, PCIe, ...).
What made me do this in the first place, is that I exceeded my 1TB TS20xx space limit
I was thinking about how to reduce the size of the files, knowing about all this 'wasted' space - especially, in the Assets/RailVehicles folders - having endless copies of the same old files around (especially, with the vast amount of reskins, we all gathered).
There are ways to do this (either self-written scripts linking to the files/folders or symbolic link/junction to the default files/folder, instead copy+pasting all files to the reskin root loco folders), but all take a lot of manual labor. Nothing can be 'automated', afaik. And any rare new 'update' could break this house of cards instantly.
So - again - the "is it worth the time?" question tells me 'no'. Especially, if nobody else can benefit from this, without having to do all of it themselves. It is hard to put the Genie back into the bottle (= make structural changes to an 'outdated' game as a user).
Keep these discussions going - I really enjoy reading them!
Achievement: Further was able to reduce the installed game to 60% of it's original size.
Requirements:
TS20xx installed on an SSD (or equal non-HDD)
Windows 10
Modern CPU
> 8GB System RAM
Used Compression Method:
Windows 10 NTFS Disk Compression
Explanation: Since the beginning of PC gaming on Windows the ONE 'tabu' was always to NEVER use disk compression on partitions you want to install games. Even to this day many games on Steam are writing in their hardware requirements that their game needs 'uncompressed' disk space, to run.
What has changed?
CPU's are significantly faster, making additional loading times insignificant.
Compression algorithms got better, speeding up read/write actions.
Running out of memory while doing decompression (reading files) is not an issue.
There are articles and discussions on the web about performance and usability of this method, you can googlebing, if you are interested in the topic in general.
A game like RailSimulator/TS20xx is a champion of wasting space. The endlessly redundant files are written again and again in every loco-livery sub-folder, or routes folders. The ONE saving grace - as stated at the first post in this thread - is zipping folders into .ap containers. But this is not done everywhere, by everyone.
Why do you want to do this?
I myself had an uncompressed TS20xx folder which exceeded 1 Terabyte.
After zipping all content I was sure can be zipped into .ap containers AND after compressing the complete TS20xx SSD drive, I regained enough space to be able to either fill it with more content.
The performance aka additional loading time length is not measurable on my system (2nd Gen Ryzen - Ryzen 7 2700X).
Another overall performance gain would be to use a NVMe SSD over the SATA version, to speed up loading times further. 1 TB NVMe SSDs are now not more expensive than SATA SSDs. (Check Amazon or Western Digital in particular).
Regarding file compression - there is an interesting paradox at work. While compression takes CPU cycles, file compression also means, that hard drive (no matter what technology it uses) has to transfer lower amounts of data. As a result, occasional speed ups were detected in the past anyway, even on single core CPUs, however, it always required testing as it always was on case by case basis and it was almost impossible to predict the results on different hardware.
Btw. Steam requires uncompressed disc space, because it is practically impossible to predict exact compression ratio, that it the sole reason, why Steam is using this condition.
But again - this is an interesting topic and thank you for that!