ReForge Compression Tool
Significant Game Size Reduction with Two Innovative Methods: Model and Texture Reconstruction
Author: Reza Basafa (Age 16)
Introduction :
In modern games, the massive size of data is one of the primary challenges. Most of this size comes from 3D models with millions of vertices and high-resolution textures. Reducing this size without noticeable quality loss is the key to smoother user experience and faster game downloads.
This paper introduces two innovative methods:
Reconstruction of 3D models with Machine Learning (ML) during installation
Texture reconstruction using Base Texture and Recipt during installation
Both approaches are designed to significantly reduce game size while enabling fast loading on GPU and CPU.
Section 1: 3D Model Reconstruction with Machine Learning
1.1 Challenges
Large models: 1,000,000 vertices or more
Typical size: 12 MB
With RGB8 textures: ≈ 3 MB
1.2 Compression Method
a) Channel Combination
Instead of three separate textures for X, Y, Z, one RGB texture is used:
R → X
G → Y
B → Z
This reduces file count and loading time.
b) Quantization
Convert coordinates from float32 to uint16 or uint8:
float32 precision = 1e-7
uint16 precision ≈ 1e-4 → acceptable for most models
Reduces size without significant geometric distortion
c) Delta Encoding
Store differences between consecutive vertices
Normalize differences to 0–1 and store in texture
GPU-friendly compression using ASTC and BC3 formats
Fast decode on GPU, final size reduced up to 90%
d) Model Reconstruction with ML
Vertex coordinates are extracted from 2D textures generated from 3D models
A hybrid Deep Learning model analyzes:
How vertices connect to form edges
How edges connect to form faces
Output: reconstructed 3D model, smaller in size yet close to the original geometry, ready for GPU loading
1.3 Example Result
Model Original Size After Compression
1,000,000 vertices 12 MB 1–1.5 MB
≈ 90% reduction
1.4 Advantages and Limitations
Advantages:
Significant size reduction
Direct GPU loading
Can be combined with LOD and Progressive Loading
Limitations:
Too much quantization may cause slight geometric shifts
Vertex counts must be convertible to 2D textures
Section 2: Texture Reconstruction with Base Texture and Recipt
2.1 Challenges
Textures represent the largest portion of game size
High-resolution textures can reach tens of gigabytes
2.2 Reconstruction Process
Step 1: Pre-processing
All textures are converted into Base Texture + Recipt
Base Textures: compressed, small-scale textures used for reconstruction
Recipt: instruction file for rebuilding final textures, including:
Base Color
Masks, Roughness, Metallic, AO, etc.
Normals
Height Map
Other details required for high-quality reconstruction
Step 2: Game Installation
Final textures are rebuilt based on Recipt
Initial download size significantly reduced
2.3 Example Result
Texture Original Size Base + Recipt Size
Single Texture Pack 3 GB 300 MB
≈ 90% download reduction
2.4 Advantages and Limitations
Advantages:
Significant reduction in download size
High-quality texture reconstruction
Easy customization and updates
Limitations:
Requires specialized software to generate Recipt
Installation may take longer (up to 30 minutes on mid/high-end systems)
Complex layer and mask management
Section 3: Target Hardware and Installation Predictions
Mid/high-end systems: installation overhead up to 30 minutes
Low-end systems: longer installation times
RAM usage during reconstruction: 2–8 GB
Expected loading time reduction: up to 50%
Section 4: Testing Scenarios
4.1 3D Model Compression Test
Select a model with 1,000,000 vertices
Encode with Quantization + Delta Encoding + RGB Channel
Reconstruct with ML and reload on GPU
Compare original vs. reconstructed geometry
4.2 Texture Reconstruction Test
Select a heavy texture (4K or 8K)
Convert to Base Texture + Recipt
Rebuild final texture during installation
Compare quality with the original (resolution, detail, color fidelity)
Section 5: Case Study – ARK: Survival Evolved
Asset Category Original Size (GB) After Compression (GB)
HD Textures 200 20
3D Models 50 5
Audio, Animation 100 100
Engine & Overhead 85 50
Total 435 175
Key Results:
Texture download size reduced: 200 → 20 GB
Model size reduced: 50 → 5 GB
Total reduction: 435 → 175 GB (≈60%)
Strategic Impacts:
~260 GB saved for players
Faster downloads, improved user trust
Optimized runtime performance, lower GPU/RAM load
Cost savings for publishers due to reduced bandwidth
Standards and Compression Formats
ASTC (Adaptive Scalable Texture Compression): flexible, high-quality, from mobile to PC
BC3 (Block Compression 3 / DXT5): widely supported, suitable for textures with alpha channels
Conclusion :
3D Model Reconstruction: up to 90% reduction, GPU-friendly
Texture Reconstruction: up to 90% download reduction, full-quality restoration with Recipt
Combined Advantage: overall game size reduction, improved user experience, easier customization and updates
Investment Value:
These methods are innovative, efficient, and promising for publishers and investors.
Top comments (0)