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Re: Optimizing arch-independent game data (png, for example)

On Tue, May 13, 2008 at 10:35:09AM +0200, Miriam Ruiz wrote:
> Many games use .png files for their graphics. Usually these files are
> not very optimized, and they can be reduced in size through optipng,
> without losing any quality at all. Calling optipng, especially with -o
> 7, can be quite costly, at least it takes more time in my computer
> than to compile the game, but it is only done once, for the
> arch-independent packages, and will usually be compiled just in the
> uploader's computer, as all the pbuilders will just compile the arch
> dependent packages, so no extra cost for pbuilders will probably be
> added. The result is quite smaller arch independent files that, even
> though not extremelly smaller (about an 8% for me) it might worth the
> effort. Any thoughts about it?

The thread https://mail.gna.org/public/wesnoth-dev/2006-05/msg00047.html
contains some further pros and cons such as
"the new images " (created via OptiPNG) " would not open properly in
some applications such as Adobe's".

> As a side question, I wonder if that optimization should be disabled
> if noopt is used:
Ah, you want to compress is during package build, not in upstream
source? I think it should be done from upstream as a few bytes saved is
not a good reason to delay a package build. But it is very effective for
a package why not, depends on the requires time and the costs ...


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