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Save disk space for ISOs

8,317 bytes added, 12:19, 22 October 2021
GameCube / Wii
'''How does one lighten ISO / ROM dumps?'''
There are many ways, some methods alter the data forever while others can be converted back and forth with generally no lostloss. Some conversion conversions are only playable on specific emulators and may not work on real hardware depending on the console and the method used. It's important to take all this into consideration before attempting as most of these are console-specific.
'''Archive-quality''' dumps are ones that when converted back to its original state, will have the same checksum as the official uncompressed release. Compressions that can't be reversed, or those that can be but will have missing or altered content whether it interferes with functionality (rebuilt table of content) or not, are not archive-quality. For example, the WBFS format, used for shrinking Wii discs, is not archive-quality since it may be missing padding content and upgrade partitions (which have their uses in 3DS/Wii modding) compared to an intact, uncompressed dump.
==Applicable to All Platforms==
===Audio-CD===
PCs, Sega-CD, PC-Engine, PlayStation, Sega Saturn... what do these systems all have in common? They all use a regular CD format! Game developers often stored music and other sounds using the Audio-CD format, but it was terribly inefficient when it comes to disc storage as it also had to store the actual game along with the sound files(commonly known as a "mixed CD"), and these sound files are never compressed because the Audio-CD standard simply doesn't allow for sound compression. To put it in perspective, a 700 MB CD containing nothing but Audio-CD data can hold at most around 80 minutes worth of sound data, meaning games that used a lot of sounds where were limited in size.
Since then developers no longer use Because these mixed CDs are difficult to properly archive just by using standard .ISO files, data-dumping software will usually do one of two things as a workaround:: '''Full Dump:''' BIN/ISO + CUE:* BIN/ISO is the full disc data, including Audio-CD sound data and game data:* CUE is the datasheet file: '''Light Dump:''' ISO + MP3/WAV + CUE:* ISO is the disc data with only the game data:* MP3/WAV is the sound data from the Audio-CD, but these formats take much less disk space:* CUE is the datasheet file Developers have long since stopped using the Audio-CD format , and instead prefer custom audio formats that come included in the "game data" part of the disc. By the time launch of the fifth generation CD-based consoles, i.e. the [[PlayStation emulators|PS1 generation came]] & the [[Sega Saturn emulators|Saturn]], it was more common than not to just use the Audio-CD part was just used for messages like "Don't put this in a CD player!" and little else (exceptions exist. That being said, there were still quite a few fifth-gen games that used Audio-CD data for their soundtracks, such as ''Vib-Ribbon'' and the ''Wipeout'' trilogy on the PS1, of course!)and ''Battle Garegga'' and ''Daytona USA'' on the Saturn.
* '''Full Dump:''' <br>BIN/ISO + CUE
<br>BIN/ISO is the full disc data, including Audio-CD sound data and game data
<br>CUE is the datasheet file
* '''Light Dump:''' <br>ISO + MP3/WAV + CUE
<br>ISO is the disc data with only the game data
<br>MP3/WAV is the sound data from the Audio-CD, but these formats take much less disk space
<br>CUE is the datasheet file
* '''Archive-quality dump?''' No (unless audio is converted to and from uncompressed formats, which is unlikely)
* '''Gain:''' Several hundreds of MBs to just a few dozens, depending on how much this specific game relies on the Audio-CD sound format
===CHD Compression===
* '''Archive-quality dump?''' Yes(with CHD version 5)
* '''Gain:''' Immediate
* '''Tools Used:''' chdman (included with MAME)
* '''Can be reverted?''' Yes, using extractcd (included with MAME)
* '''Playable on Hardware?''' No.
* '''Playable on Emulators?''' Only MAME , DuckStation, PCSX2 (since March of 2021) and DEmul. Some libretro cores for other emulators are starting to add support.
* '''Can process multi track bin files?''' Yes.
MAME uses the CHD format for disc images in general and includes tools to convert back and forth. It Before MAME v145, CHD was in version 4 and it bumped to version 5 from MAME v146 and further. The CHD v5 uses 7zip's LZMA compression on the game data and lossless FLAC compression for the audio data to optimize compression even further than using BIN+CUE+MP3/WAV data separation alone. CHDv5 is truely lossless.
'''Instructions'''
Place chdman.exe and extractcd in the same directory as the dumps you want to compress (dumps must be in BIN+CUE formator GDI). Open Command Prompt and navigate to the directory where you placed chdman.exe and input one of the following:* BIN/CUE -GDI to CHD: <code>for /R %i in (*.cue, *.gdi) do chdman createcd -i "%i" -o "%~ni.chd"</code> (Windows)* CHD to BIN/CUE: <code>for /R %i in (*.chd) do chdman extractcd -i "%i" -o "%~ni.cue"</code> (Windows)
Alternatively, if you only need to do one file you can use this: <code>chdman createcd -i "<FILENAME>.cue" -o "<FILENAME>.chd"</code>
* '''Can be reverted?''' Yes. For homemade EBOOTs it can be done by using the same tool to generate the BIN+CUE files. For commercial releases from PSN you will have to use [https://github.com/xdotnano/PSXtract PSXtract]. There's data loss, but it's negligible in terms of functionality.
* '''Playable on Hardware?''' On PSP, not on PS1.
* '''Playable on Emulators?''' RetroArch, PCSX-R, DuckStation and ePSXe. PlayStation 3's ps1_netemu can also use it after packaging it into a PS1 Classic and installing said package.
PBP is the official format used by Sony for the PS1 Classics on PSP and PS3. Audio tracks may be compressed in ATRAC3 or as raw PCM (unsupported on PS3's ps1_netemu, supported on PSP only by the earliest versions of POPS or the newest ones with the [http://wololo.net/talk/viewtopic.php?f=28&t=41330&start=60 cdda_enabler plugin])
 
===CHD===
* '''Archive-quality dump?''' Yes
* '''Gain:''' Immediate (better than PBP).
* '''Tools Used:''' chdman
* '''Can be reverted?''' Yes, using the same tool (chdman).
* '''Playable on Hardware?''' No.
* '''Playable on Emulators?''' libretro Beetle PSX, Avocado, DuckStation, PCSX2 (since March of 2021, and also because PCSX2 now has PSOne emulation functionality as well, so two-in-one) and PCSX ReARMed.
==PlayStation 2==
Use 7zip ("Add to archive..." then choose to gzip) or Pigz (multi-threaded, much faster compression) to generate gzip archives containing the ISO file in question. PCSX2 will build an index of each gzip compressed game it loads (as a file in the same directory as the gzip archive), so after the first time where you'll have to wait for the decompression, in all subsequent times there is no speed difference between playing an uncompressed and compressed game. Of course, you can extract the ISO back from the GZIP archive.
 
A simple method to mass convert a lot of PS2 ISO games to GZIP is this script when run in PowerShell. However, it'll take many hours or days depending on the size of the collection.
<blockquote>dir *.iso | ForEach-Object { & "C:\Program Files\7-Zip\7z.exe" a -tgzip -mx9 -sdel ($_.Name+".gz") $_.Name }</blockquote>
===CSO (aka CISO)===
* '''Archive-quality dump?''' No (missing data)Yes
* '''Gain:''' Immediate (ISO dump size the same). Coupled with manual scrubbing, it can be bigger. Not as much of a gain as GZIP though.
* '''Tools Used:''' maxcso
* '''Playable on Hardware?''' NO
* '''Playable on Emulators?''' Yes - PCSX2.
 
===CHD===
* '''Archive-quality dump?''' Yes
* '''Gain:''' Immediate (better than GZIP).
* '''Tools Used:''' chdman
* '''Can be reverted?''' Yes, using the same tool (chdman).
* '''Playable on Hardware?''' No.
* '''Playable on Emulators?''' Yes - PCSX2 (since v1.7.0-dev-1156<ref>Added in 1150 but wasn't built. 1156 is the first release with CHD support. https://buildbot.orphis.net/pcsx2/index.php?m=fulllist</ref>).
 
==PlayStation 3==
===Extracted files (aka JB format/GAMES)===
* '''Archive-quality dump?''' Not directly (BD filesystem metadata lost).
* '''Gain:''' Immediate (any padding between files is removed).
* '''Tools Used:''' Most on-console file managers and *man homebrews, 7-Zip and other standard ISO extractors on PC.
* '''Can be reverted?''' Yes, using PS3 ISO Rebuilder and an [http://jonnysp.bplaced.net/ IRD file] representing the original file locations. Generic inaccurate JB to ISO conversions possible with makeps3iso (preferred) or genps3iso.
* '''Playable on Hardware?''' Yes - on CFW/HEN
* '''Playable on Emulators?''' Yes - RPCS3
 
For a long time (before the availability of Cobra and Mamba) the only playable format for PS3 backups (relying on little more than "peek and poke" CFW-provided syscalls to mount the game's folder over the currently inserted disc) but also the least accurate one, with significant compatibility issues (varying on whether the backup is stored on an internal or external drive, whether an original game disc is currently inserted, various optional hacks such as "BDMirror" moving the files to the root of the external drive on demand, ...)
==PlayStation Portable==
* '''Gain:''' Immediate (ISO dump size lowers). Substantial, depending on game. Higher compression levels generally produce decreasing space gains while potentially increasing load times. Some tools allow for leaving audio/video content uncompressed.
* '''Tools Used:''' CISO, CISO GUI, maxcso, UMDGen, PSP ISO Compressor, CISO Multi Compressor, CISO XP, ...
<br />CISO GUI (CISO is command line-based): Drag-and-drop ISO file on program, Select compression level (1 to 9 (Max)), "Compress", and choose directory for saving the new CSO file.
<br />UMDGen is a PSP ISO editor. You can save to either the CSO format with this.
* '''Can be reverted?''' Yes, using the same tools and saving in ISO (uncompressed) format. No data loss.
* '''Playable on Hardware?''' Yes - most CFWs (Possibly longer load times though).
* '''Playable on Emulators?''' Yes - PPSSPP.
 
CISO GUI and CISO XP: Drag-and-drop ISO file on program, Select compression level (1 to 9 (Max)), "Compress", and choose directory for saving the new CSO file.
 
UMDGen is a PSP ISO editor. You can save to either the CSO format with this.
===DAX, JSO, ZSO===
Official format for digitally distributed PSP/minis (partially related to the one used for PS1 games), containing a compressed disc image and optionally a custom boot logo.
 
==PlayStation Vita==
===Trimming===
* '''Archive-quality dump?''' No, but trivially undoable.
* '''Gain:''' Immediate (ROM size lowers).
* '''Tools Used:''' None - [https://github.com/motoharu-gosuto/psvgamesd#trimming-zeroes manual process]
* '''Can be reverted?''' Yes (see above).
* '''Playable on Hardware?''' Yes - with psvgamesd.
* '''Playable on Emulators?''' ?
 
The psvgamesd gamecard backup creation and mounting tools supports mounting a trimmed backup (although no tools exist for dumping directly in trimmed format, or converting between full and trimmed.
 
Neither variant of the .psv format (unrelated to the Cobra Blackfin's .psv format) has caught on, despite being the most accurate options for physical game backups.
 
 
===Extracted files (NoNpDRM format)===
* '''Archive-quality dump?''' No for physical titles, close enough (and generally accepted as such) but no cigar for digital ones.
* '''Gain:''' Immediate (compared to ROM).
* '''Tools Used:''' NoNpDRM plugin + a file manager like VitaShell.
* '''Can be reverted?''' No.
* '''Playable on Hardware?''' Yes - with the NoNpDRM plugin.
* '''Playable on Emulators?''' ?
 
NoNpDRM is a Vita plugin that generates decrypted licenses (valid for any console) when running an original Vita title, as well as allowing the system to accept those licenses, allowing for playing the encrypted files directly copied from a game card or memory card (by extension the name is therefore also used for such files, or the combination of the game's files and a decrypted license).
 
NoPsmDRM is the equivalent for PlayStation Mobile titles.
 
An hypothetical NoPspEmuDRM, allowing for PSP/PS1 eboots to be natively runnable and manageable from the LiveArea/Content Manager, is currently not known to exist nor believed to be in development.
==Dreamcast==
* '''Can be reverted?''' Yes with CHD v5.
* '''Playable on Hardware?''' No
* '''Playable on Emulators?''' Yes - DEmul, Reicast , Flycast, and Redream
==GameCube / Wii==
However compressed formats incorporating the "padding zeroing" part were made since then, and Dolphin supports them! These are the WBFS and GCZ formats.
 
Dolphin can't play games directly from compressed archives (7zip/zip/gzip/rar...). Instead, it utilizes its own compression method.
===GCZ (Dolphin native archive format) - GC/Wii===
Dolphin can't play games directly from compressed archives ''This format has been deprecated in favor of [[#RVZ (7zip/zip/gzipModern Dolphin format) - GC/rar...). Instead, it utilizes its own compression methodWii|RVZ]].'''
* '''Archive-quality dump?''' Yes for GC games, (Not directly for Wii games (Can be restored with NKitif scrubbed; see reverting notes).* '''Gain:''' Immediate (ISO dump size lowers). Considerable, depending Depends on the game. It is very minimal if junk data is not removed (scrubbed).* '''Tools Used:''' Dolphin (right-click the game(s) in the games list and select "Compress ISOConvert File..." (or "Compressed selected ISOsConvert Selected Files..." if more than one is selected), and select GCZ), [https://wiki.gbatemp.net/wiki/NKit NKit], or [https://wit.wiimm.de/ wit (Wiimms ISO Tools)], Nkit (for indirect recovery)* '''Can be reverted?''' Yes. You can right-click on the GCZ-compressed (in blue) ISOs in Dolphin and choose "Uncompress selected ISOs". Garbage data Directly for Wii titles will be zeroed out and thus different from the official dump but will have no effect on gameplay in most cases non- if desired can be unscrubbed [https://gbatemp.net/threads/new-app-nkit-restore-shrink-and-preserve-disc-images-in-playable-formerly-swiit.533402/ NKitRestore]scrubbed files.For scrubbed files, first convert to ISO, then use Nkit tool's "Recover to ISO" option)
* '''Playable on Hardware?''' No
* '''Playable on Emulators?''' Only Yes (Dolphin.) ===RVZ (Modern Dolphin format) - GC/Wii===
Some examples:* Super Mario Anniversary (Wii): 4.7 GB (original) > 12 MB (GCZ) (!!)* Super Smash Bros Brawl (Wii): 7The Dolphin team developed a new compression format based on WIA called RVZ.8 GB (original) > 7.1 GB (GCZ) (main cause Usage is FMV's low compression)* Xenoblade PAL (Wii): 7.8 GB (original) > 6.3 GB (very similar to GCZ)* Super Mario Galaxy 2 (Wii): 4in Dolphin itself, but it only works on newer Dolphin versions.7 GB (original) > 1.8 GB (GCZ)* Tales of Graces (Wii): 4.7 GB (original) > 4.2 GB (GCZ) (game It can efficiently compress both the actual data already fills the disk)* Animal Crossing (GC): 1.4 GB (original) > 26 MB (GCZ)* Zelda Four Swords Plus Japan (GC): 1.4 GB (original) > 480 MB (GCZ)* Zelda Twilight Princess (GC): 1.4 GB (original) > 1.4 GB (GCZ) (game and junk data already fills , without altering the disk)* Megaman Collection (GC): 1.4 GB (original) > 1file/directory structure.1 GB (GCZ) (sound data is stored as uncompressed stream to fill disk)
* '''Archive-quality dump?''' Yes
* '''Gain:''' Immediate. Considerable, depending on the game.
* '''Tools Used:''' Dolphin 5.0-12188+ (right-click the game(s) in the game list and select "Convert File..." (or "Convert Selected Files..." if more than one is selected), and select RVZ)
* '''Can be reverted?''' Yes (In Dolphin, right-click the game, select "Convert File..." and select ISO)
* '''Playable on Hardware?''' No
* '''Playable on Emulators?''' Yes (Dolphin 5.0-12188+)
===Scrubbing and Trimming - GC/Wii===
* '''Archive-quality dump?''' Not directly, see note about reversing.
* '''Gain:''' Not Immediate for just scrubbing (ISO dump size the same); Immediate for trimming (ISO dump size lowers).
* '''Tools Used:''' GC-Tool ("wipe garbage data..." - Scrubbing for GameCube), GameCube ISO Trimmer (scrubbing and trimming for GameCube), WiiScrubber (scrubbing /trimming for Wii, although compressing with Dolphin will scrub it anyways).
* '''Can be reverted?''' Yes, with WiiScrubber's undo file or NKit.
* '''Playable on Hardware?''' Yes for scrubbingscrubbed; some games won't work trimmed.* '''Playable on Emulators?''' Yes for scrubbingscrubbed; some games won't work trimmed.
Scrubbing games zeros out garbage/dummy data in the ISO file. The resulting file will be the same size, but it will be able to compress better than unmodified ISOs. The difference can be huge depending on the game. Animal Crossing, for instance, will compress to just a 26 MB .gcz file after being scrubbed!
===WBFS - Wii only===
* '''Archive-quality dump?''' Not directly, ; see note about reversingreverting notes.
* '''Gain:''' Immediate (ISO dump size lowers). Considerable, depending on the game.
* '''Tools Used:''' [http://www.wiibackupmanager.co.uk/downloads.html Wii Backup Manager] (after adding your game, go to "Transfer" and select "WBFS") or wit (Wiimms ISO Tools).
* '''Can be reverted?''' Maybe. WBFS files can always be converted back to ISO, but they will remain scrubbed (can be unscrubbed with NKitRestore) and, depending on settings at the time of conversion to WBFS, may be missing update/extras partitions (can be laboriously readded with wit or NKitRestore and a copy of the missing data).* '''Playable on Hardware?''' '''Yes - Preferred format by most SD/USB loaders'''* '''Playable on Emulators?''' Yes - (Dolphin)
A scrubbed and sparse (gap-dropping) format directly derived from the one used in the obsolete WBFS file system.
 
Ideal space-saving option for Wii games to be played via an USB loader.
===CSO (aka CISO) - GC/Wii===
* '''Archive-quality dump?''' (Gamecube) Not clear; (Wii) Not directly, see note about reversing.
* '''Gain:''' Immediate (ISO dump size lowers). Less than WBFS.
* '''Tools Used:''' Wii Backup Manager (same as above, but select "CISO" - possibly Wii only), wit
* '''Can be reverted?''' Maybe. CISO files can always be converted back to ISO, but they will remain scrubbed (can be unscrubbed with NKitRestoresame caveats as WBFS).
* '''Playable on Hardware?''' Yes (on Wii/Vwii only) - Nintendont for Gamecube games, uLoader for Wii games
* '''Playable on Emulators?''' Yes - (Dolphin)
A scrubbed and sparse (gap-dropping) format. Unrelated to the PSP's CSO format.
 
Great space-saving option for Gamecube games to be played on Nintendont.
===FST (extracted File System) - GC/Wii===
* '''Archive-quality dump?''' No(Yes, if not scrubbed)
* '''Gain:''' Very low with GC ISOs, much better with Wii ones. Can also be combined with classic archives compression (ZIP/RAR/7z etc.) to match WIA and NKit compression ratios.
* '''Tools Used:''' [https://wit.wiimm.de/info/composing.html wit]
* '''Can be reverted?''' Partially via the align-files.txt created by wit when extracting.
* '''Playable on Hardware?''' (GC games on Wii/Vwii): Yes - ([https://github.com/FIX94/Nintendont/ Nintendont]. () / Other combinations): No* '''Playable on Emulators?''' Yes - (Dolphin (both GC and Wii)
This has the advantage of easy experimenting with [[#Destructive Modification]]. Includes all disadvantages of trimming.
===WIA (Wii ISO Archive) - GC/Wii only?===* '''Archive-quality dump?''' Not directly unless --raw option is given; see reverting notes (Yes, effectively preventing any space savings.if not scrubbed)* '''Gain:''' Immediate (ISO dump size lowers). More ; more than WBFS.(No gain if not scrubbed and compression not used)* '''Tools Used:''' wit, Dolphin 5.0-12188+, Nkit (for indirect recovery)* '''Can be reverted?''' MaybeYes (Directly, if not scrubbed. Just as the previous formatsNot directly, WIA files can always be converted back if scrubbed, by converting it to ISOfirst, but the conversion may be lossy (reversible with added workand then using Nkit tool's "Recover to ISO" option) depending on conversion settings.
* '''Playable on Hardware?''' No
* '''Playable on Emulators?''' NoYes (Dolphin 5.0-12188+)
A scrubbed and compressed format designed for maximum space savings without cutting corners on corruption detection, but it's not directly playable or editable. Never really caught on and may be considered de facto deprecated by NKit.
===NKit formats - GC/Wii===
* '''Archive-quality dump?''' Yes - by explicit design choice!(Not for Wii games, if the Wii update partition is removed and the recovery file not preserved)* '''Gain:''' Immediate or not depending on choice of GCZ- or ISO-based output.* '''Tools Used:''' NKit.* '''Can be reverted?''' Yes!(unless the Wii update partition was removed and the recovery file not preserved)* '''Playable on Hardware?''' (GC) : Yes? (ISO variant only) / Wii) : No* '''Playable on Emulators?''' Yes (Dolphin) Apart from its previously mentioned unscrubbing/untrimming features mentioned in the above formats' descriptions, NKit is able to convert any ISO (clean dump or otherwise) to and from an [https://wiki.gbatemp.net/wiki/NKit/NKitFormat intermediate format applying various reversible changes] that optimize the image for lossless compression, including full decryption and optionally splitting the often non- Dolphinunique update partitions to separate files.
Apart from its previously mentioned unscrubbing/untrimming features mentioned in the above formats' descriptions, NKit .GCZ is able to convert any less space efficient than NKit.ISO compressed with a powerful general purpose archiver (clean dump or otherwise7zip) to , however it is directly playable in Dolphin. It has problems with emulation, such as slower emulated load times, breaking netplay if load times aren't the same, and from an [https://wikicrashing a few games.gbatemp Compressing NKit.net/wiki/NKit/NKitFormat intermediate ISO with a strong compression format applying various gives the smallest size while being reversible changes] that optimize the image for lossless compression, including various options such as splitting the often non-unique update partitions to separate files.
==Wii U==
* '''Can be reverted?''' No
* '''Playable on Hardware?''' Yes (after installation)
* '''Playable on Emulators?''' ?No
Consisting of a folder containing *.app, *.h3, title.cert, title.tik, and title.tmd files, this official Nintendo format is how tiles are stored on discs and some system titles are stored on the console and is very similar to how titles are stored on the CDN (on the CDN the files are named differently, .app files are encrypted with the title key and common keys and the tmd has a certificate chain on the end that is same for every tmd). This is equivalent to the files contained within a 3DS CIA file; however unlike a 3DS title, converting a disc title to digital does not require modifying the title itself, thus leaving the title's signatures valid.
Ideal format for game modding, less so for playing on console due to Loadiine's intrinsic modus operandi (appearing to the OS as the host title, with potentially different permissions) leading to poor compatibility.
 
==Switch==
 
See overview of formats [https://yuzu-emu.org/wiki/overview-of-switch-game-formats/ here].
 
===NSZ===
* '''Archive-quality dump?''' Yes
* '''Gain:''' Immediate (Total size decreases)
* '''Tools Used:''' [https://github.com/nicoboss/nsz nsz]
* '''Can be reverted?''' Only NCAs are fully reversible; compressed XCI and NSP files will be different when decompressed
* '''Playable on Hardware?''' No
* '''Playable on Emulators?''' No
==Game Boy Advance / Nintendo DS / Nintendo 3DS==
Official Nintendo format for developers to install digital titles, later became the most popular format for installable homebrew and game backups owing to the relatively low marketshare of flashcards and emulators (and, for the former, strong impopularity) in favor of CFW.
 
Equivalent of the Wii's WAD (for digital titles only) and the DSi's TAD (again for digital titles only, and with basically no popular support due to the lack of any homebrew title installers supporting the format - not to be confused with an homonymous unofficial format nor with the files produced by the official export-DSiWare-to-SD feature)
===NCCHs (CXIs and CFAs, 3DS only)===
===Decompression on Demand===
You can keep your ROMs/ISOs compressed in a 7zip archive and use RocketLauncher or any other [[Frontends]] to decompress 7zip archives and pass the contents onto the emulator.
 
* '''Archive-quality dump?''' Yes
 
===FileSystem Deduplication, alternative file systems===
If you use macOS, you can look up for fuse filesystems which support compression/deduplication. <br />
If you use windows, you can fire a VM/store your games on ,a pc with a transparent network file server running linux/bsd.(might be viable on low latency networks, and a fast file server) <br />
On linux and bsds one can use, filesystems with de-duplication(and possibly transparent file compression) like:
 
* '''Squashfs'''
* '''Note:''' you can mount the filesystem and use an overlay file system to add a new file, and then create a new squashfs against an overlay folder.
** '''ReadWriteable?''' No read-only.
** '''Deduplication?''' Yes, block level.
** '''Active Deduplication?''' No, Deduplication is triggered by the user, during filesystem creation.
** '''Available compressors:''' zstd, xz(lzma2), lzma, gzip, lz4, lzo.
** '''Compression level control:''' Depends on the compression algorithm, xz dictionary size depends on filesystem block size.
** '''Transparent?''' On Linux and BSD via kernel. Squashfuse avaialble for macOS.
 
* '''Btrfs'''
** '''ReadWriteable?''' Yes.
** '''Deduplication?''' Yes, file and block level.
** '''Active Deduplication?''' No, Deduplication is triggered by the user.
** '''Available compressors:''' zstd, zlib, lzo.
** '''Transparent?''' On Linux via kernel.
 
* '''Zfs'''
** '''ReadWriteable?''' Yes.
** '''Deduplication?''' Yes, file and block level.
** '''Active Deduplication?''' Yes, deduplication happens during writes.(high memory requirements)
** '''Available compressors:''' zstd, zlib, lzo.
** '''Transparent?''' On Linux, BSD, via kernel. Openzfs on mac os(?).
 
* '''Xfs'''
* '''Note:''' Without de-duplication it is already quiet efficient at storing files.
** '''ReadWriteable?''' Yes.
** '''Deduplication?''' Yes, file level via duperemove.
** '''Active Deduplication?''' No, deduplication is triggered by the user.
** '''Available compressors:''' None.
** '''Transparent?''' On Linux and BSD via kernel.
* '''Archive-quality dump?''' Yes
* '''Archive-quality dump?''' No (Removes data)
 
=References=
[[Category:FAQs]]
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