VDelta Codec SDK is a commercial-grade, high-performance YUV delta compression library built from scratch in pure C++. Designed for high-load software architectures and streaming platforms. • No AI, no neural networks, zero 3rd-party dependencies. • Native Windows DLL and Linux SO builds. • Clean C API with fast Python and C# wrappers. • Saves up to 50% on storage & bandwidth. Commercial license: $3,000/yr. 14-day full free trial available — contact us via GitHub to get a key!
VDelta Codec SDK is a lightweight, high-performance YUV delta compression SDK built from scratch in pure C++ with no AI, no neural networks, and no third-party dependencies. It provides native Windows DLL and Linux SO builds, a C API for easy integration, and language wrappers for Python and C#.
What is included
- Native encoder and decoder libraries
- Cross-platform support: Windows and Linux
- C API for straightforward integration
- Python and C# wrappers
- Benchmark and conversion tools
- Multi-threaded architecture for faster processing on modern CPUs
- Optimized for raw YUV frame compression and delta-based storage reduction
Pricing
License price: $3,000/year or $350/month
Payment: Cryptocurrency accepted
Trial Access
A 14-day trial license is available for evaluation and testing.
The trial version allows developers to:
- test codec performance;
- evaluate compression efficiency on their own content;
- integrate VDelta into their workflow before purchase.
For trial access, contact us via Telegram.
Contact
For purchase, licensing, integration questions, and technical support:
Telegram: "t.me/veryesvvv"
Benchmark Results
Results depend on video content and codec configuration. The benchmark shown here was performed on a low-motion sky/cloud scene optimized for delta compression.
Configuration
- Quality Profile: 0
- Active Frame Mode: 1
- Anti-Aliasing: 0 (Disabled)
- Custom Shift Override: 6
Test Hardware
- CPU: Intel Core i3-9100F
- GPU acceleration: Disabled
- Implementation: Native C++
Results
- Frames processed: 271
- Base 1080p MP4 size: 5.58 MB
- VDelta container size: 2.14 MB
- Storage reduction: 61.65%
- Compression ratio: 2.61x
- SSIM: Y:0.965881, U:0.990728, V:0.990795, All:0.974175
- Encode speed: 13.32 ms/frame (~75 FPS)
- Decode speed: 5.46 ms/frame (~182 FPS)
Key Advantages
- Up to 70% smaller than 1080p MP4 in favorable scenes
- 2.61x less storage required in the shown benchmark
- SSIM 0.97 on the tested low-motion scene
- Fast encoding and decoding on modest hardware
- Windows DLL: under 200 KB
- Linux shared library: under 1 MB
- Native C API
- Windows DLL + Linux SO support
- Python and C# wrappers
- Benchmark and conversion tools included
Raw Frame Compression Note
In favorable low-motion benchmark scenarios, VDelta can achieve extremely high compression versus uncompressed raw YUV frames, reaching up to 1000x+ smaller depending on content and configuration.
Performance and compression efficiency depend on scene complexity and codec configuration. VDelta is optimized for low-motion and predictable video content. Highly detailed or rapidly changing scenes may achieve lower compression ratios and reduced SSIM.
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The pure C++ approach with zero dependencies is a refreshing change from the bloated AI-based codecs flooding the space. Curious how it holds up on high-motion video sequences since those usually expose the weaknesses of delta compression.
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Maker
@progresspro You hit the nail on the head! High-motion scenes are indeed a known constraint for pure delta encoding, and we cover this transparently in our documentation.
VDelta is specifically engineered and optimized for scenarios like Remote Desktop (RDP/VNC alternatives), UI streaming, and Video Surveillance - environments dominated by static backgrounds, localized screen changes, and sub-second latency requirements where it achieves maximum efficiency.
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@1mrvoeld1 Out of curiosity, how significant is the quality/bitrate degradation on high-motion content compared to standard static desktop scenes? Is it lossless by default, or is lossy compression applied to keep up the frame rate?
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Maker
@players It's lossy by default to prioritize ultra-low
latency and consistent frame rates. On static or low-motion scenes (like coding or Ul navigation), the visual fidelity is practically identical to lossless, achieving peak bandwidth savings. On heavy motion, the algorithm increases compression to preserve the target FPS without dropping frames, though bitrate will naturally spike if high detail needs to
be maintained.
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Awesome work! Love that this is built on pure C++ principles without any heavy Al dependencies. How easy is it to integrate the SDK into an existing C++ or Python pipeline, and do you have any sample projects or wrappers ready?
Report
Maker
@players Thanks! Ease of integration was one of our core goals. The SDK provides lightweight C/C++ headers and simple wrappers for Python and C#, so you can literally drop it into your project with just a few lines of code. We also include ready-to-run sample code and a CLI benchmark tool in our documentation to get you up and running in minutes!
Report
The pure C++ build with zero dependencies is genuinely impressive for a codec library, especially hitting 50% bandwidth savings without leaning on AI. That kind of lean engineering is hard to pull off.
Report
Maker
@bugfreezone Thank you so much! We really focused on lean, deterministic engineering to achieve maximum efficiency and zero external dependencies. Glad to see that approach resonated with you!
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The pure C++ approach with zero dependencies is a refreshing change from the bloated AI-based codecs flooding the space. Curious how it holds up on high-motion video sequences since those usually expose the weaknesses of delta compression.
@progresspro You hit the nail on the head! High-motion scenes are indeed a known constraint for pure delta encoding, and we cover this transparently in our documentation.
VDelta is specifically engineered and optimized for scenarios like Remote Desktop (RDP/VNC alternatives), UI streaming, and Video Surveillance - environments dominated by static backgrounds, localized screen changes, and sub-second latency requirements where it achieves maximum efficiency.
@1mrvoeld1 Out of curiosity, how significant is the quality/bitrate degradation on high-motion content compared to standard static desktop scenes? Is it lossless by default, or is lossy compression applied to keep up the frame rate?
@players It's lossy by default to prioritize ultra-low
latency and consistent frame rates. On static or low-motion scenes (like coding or Ul navigation), the visual fidelity is practically identical to lossless, achieving peak bandwidth savings. On heavy motion, the algorithm increases compression to preserve the target FPS without dropping frames, though bitrate will naturally spike if high detail needs to
be maintained.
Awesome work! Love that this is built on pure C++ principles without any heavy Al dependencies. How easy is it to integrate the SDK into an existing C++ or Python pipeline, and do you have any sample projects or wrappers ready?
@players Thanks! Ease of integration was one of our core goals. The SDK provides lightweight C/C++ headers and simple wrappers for Python and C#, so you can literally drop it into your project with just a few lines of code. We also include ready-to-run sample code and a CLI benchmark tool in our documentation to get you up and running in minutes!
The pure C++ build with zero dependencies is genuinely impressive for a codec library, especially hitting 50% bandwidth savings without leaning on AI. That kind of lean engineering is hard to pull off.
@bugfreezone Thank you so much! We really focused on lean, deterministic engineering to achieve maximum efficiency and zero external dependencies. Glad to see that approach resonated with you!