Thank you Thiago for your suggestion :]

I'm currently not able to use zstandard because I need it to work on my client 
side - WebGL targeted Unity Engine builds.
We had some problems getting it to work using different approaches.

As for compression performance, zstd is still not as fast as lz4's 
LZ4_compress_fast - at least not in my use case.
I have generated some quick'n'very'dirty benchmarks if you want to take look at 
them:

https://docs.google.com/spreadsheets/d/1akfTIbOjRladXbnZx1K8GyekKL5tCBAiBTS6jQ1v0OQ/edit?ouid=116212118529929666006&usp=sheets_home&ths=true

The suspiciously similar payload sizes in case of zstd were due to clients 
inability to properly send their data back to the server - they did not change 
their positions on 2d plane that much.

I can make zstd to 'run' as fast as lz4 if I pass '-100' as a compression level 
but resulting package size is bigger than lz4's.
Dictionary mode is not helping much probably because I'm compressing 
flatbuffers structures containing only fast-changing numerical data - not much 
correlation in those.
My project is targeting low grade VPS'es, akin to DigitalOcean's Droplets, so 
in a long run even small CPU time differences makes a difference to me.

Jakub Narolewski

From: Thiago Macieira
Sent: 26 August 2019 07:40
To: interest@qt-project.org
Subject: Re: [Interest] Static build of Qt - debug mode and plugins

On Sunday, 25 August 2019 08:59:23 PDT Jakub Narolewski wrote:
> # small hack to properly set LZ4 library between build modes

Suggestion: if you are not required to use LZ4 because of a file format, you 
should switch to Zstandard. It compresses better *and* faster than LZ4. It 
requires more RAM to run, but if you're loading QtCore, QtNetwork and QtSql, 
memory usage is not your limitation.

-- 
Thiago Macieira - thiago.macieira (AT) intel.com
  Software Architect - Intel System Software Products



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