WiiU`s compression strength continues from Wii at about 3 to1 per TEV

#1Infinity8378Posted 8/26/2013 6:28:55 PM
just use spherical coordinates

set sin(Alpha)sin(Beta)=the vector.
each of the 3, 11 bit vector can then be represented in digits(5bit 3 decimal places) and two of these make 10

each
#2R_MikuPosted 8/26/2013 6:37:21 PM
...What?
#3DiscostewSMPosted 8/26/2013 6:39:19 PM
I don't even.
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#4SS4_NamreppivPosted 8/26/2013 6:55:54 PM
This topic is now about Oreo's and Kittens.
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#5Infinity8378(Topic Creator)Posted 8/26/2013 7:54:20 PM
[This message was deleted at the request of the original poster]
#6DiscostewSMPosted 8/26/2013 7:07:27 PM
Infinity8378 posted...
whops i forgot its 2 tev but you only need to know 1 vector to represent numerically


And this is discussing what? That bit of detail seems to be missing.
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#7Infinity8378(Topic Creator)Posted 8/26/2013 7:31:17 PM
just precompute trig identities and use large file sizes.
#8Infinity8378(Topic Creator)Posted 8/26/2013 8:08:13 PM
If you use more percision values it increases.
#9Infinity8378(Topic Creator)Posted 8/27/2013 9:41:38 AM
Scince the wii is a 32 bit processor, you can cast hexadecimal values stored like digits to base2 then take the 8 bits of data and get the wii to calculate 32bit values with 2 tevs. The total spherical coordinate compression would take 5 tevs with trig substitution identities but it would be high compression ratio ~3 to 1 per TEV
#10Chaze_the_chatPosted 8/27/2013 9:50:33 AM
You obviously have no idea what the **** you're talking about
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