#include "lz4.h" char* src = load_file("input.txt"); int src_size = ...; int max_dst = LZ4_compressBound(src_size); char* dst = malloc(max_dst); int compressed_size = LZ4_compress_default(src, dst, src_size, max_dst); // compressed result in dst
In late 2019, a game studio was packaging 40GB of open-world assets daily. Using ZIP took 20 minutes (CPU-bound). Switching to LZ4 v1.8.3 cut packaging time to 90 seconds — at the cost of a slightly larger archive (32GB vs 28GB). Their build servers stopped overheating, and patching became near-instant because decompression happened at RAM speed. lz4 v183 win64
This version is a recommended update because it fixes a critical data corruption issue (#560) found in v1.8.2 that occurred during level 9 compression for data blocks larger than 64 KB. #include "lz4
// Compress int compressedSize = LZ4_compress_default(source, dest, sourceSize, maxDestSize); Their build servers stopped overheating, and patching became
However, LZ4 takes a radical approach to this concept. It prioritizes speed over ratio. On a modern CPU, LZ4 can decompress data at RAM speed limits (multiple gigabytes per second). This effectively means that in many I/O-bound scenarios, , because the disk I/O savings outweigh the CPU cost.