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Compressed Images
NathanNeurotic (Ripto) edited this page Oct 28, 2026
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Support depends on where the image is read and which program decompresses it.
| Source and core | What to use |
|---|---|
| Local folder source or SMB, OPL core | ISO or ZSO; see the ZSO conversion instructions. |
| Local source, Neutrino core | Plain ISO. Neutrino does not decompress ZSO, CSO or CHD files itself. |
| UDPFS Files, Neutrino core | A compatible PC server can decompress CSO/ZSO/CHD and advertise a virtual .iso. The PS2 reads that ISO view. |
| UDPFS IMG / UDPBD | A served disk image containing the supported game layout; individual compressed-file serving is a UDPFS Files feature. |
- Start with an ISO that already launches successfully, so the network and Neutrino configuration are known to work.
- Place the compressed game under
DVD/orCD/in the folder served by PS2-Servers, just as you would the original ISO. Keep its real.cso,.zsoor.chdextension. Avoid a same-named ISO beside it: both would advertise the same virtual filename. - In Desktop/Core PS2-Servers, check Compression support. CSO is built in; ZSO needs LZ4 and CHD needs libchdr. The release bundles these optional libraries; the running build's support panel is the check that matters. Edge supports CSO and ZSO, with no CHD decoder.
- Use UDPFS with Access: Files in RiptOPL. Refresh the game list after the server starts. A supported compressed image appears as an ISO because the server presents its decompressed contents to Neutrino.
- Launch normally. If it is absent, first check the server's compression
support and startup log. Renaming a compressed container to
.isodoes not convert it or enable support.
The files remain compressed on the PC; the server decompresses requested data before sending it. This saves PC storage, not network traffic. Compression can add PC CPU and random-read cost, so game performance still needs testing.
See PS2-Servers compression support and its optional dependency guide. Other UDPFS servers can have different capabilities. This guide does not add direct compressed-file decoding to RiptOPL or Neutrino.
Start here
- Getting started
- Fresh-start defaults
- Installation and first boot
- Releases and packages
- Launch diagnostics
Storage and networking
- USB, MX4SIO and iLink
- MMCE
- Internal HDD: APA and exFAT
- PSX DESR DVR (experimental)
- PC CARD CompactFlash (experimental)
- SMB shares
- Network boot: UDPFS and UDPBD
- HTTP
- NBD server
Games and features
- Game image formats: ISO, ZSO, CHD and CSO
- Neutrino core
- PS1: POPStarter and Ember
- Per-game settings
- Virtual memory cards
- GSM video modes
- In-game reset
- Cheats
- PADEMU
- RetroAchievements
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Interface and customization
- Settings reference
- Controls
- Coverflow
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- Japanese / Unicode game titles
Help and reference
- Troubleshooting
- ZSO format
- Backward-compatible PS3
- Credits and sources
- Features in other forks
- Notes for ps2sdk
- Project overview
Detailed references
- Documentation index
- Test builds and diagnostics
- Launch diagnostics by package, core and transport
- Learning across PS2 loader projects
- VMC creation and recovery
- PC CARD CF implementation reference
- DESR DVR implementation reference
- Per-game parental lock
- SIO2MAN hook compatibility
- APA hard disk safety and code 402
- Autolaunch and global settings
- Folders, parental lock and audio
- Language maintenance
- HTTP server conformance tools
- APA recovery tool
- Setup questions and reporting launch failures
- Editions and build configurations
- Automatic VMC creation
- Compressed PS2 images: ZSO, CSO and CHD
- Favorites storage, staged saves and recovery
- CFG titles in game lists
- RA watch-list and snapshot budgets
- Maintaining the documentation