4x4 Parity Algorithms

Or just the official one. Lowercase letters denote inner slice turns. A letter with 'w' after it is denoting double layer turns. That's about all I remember learning when I got around to learning about 4x4ing.
 
I have spent a while looking around and I can't find a collection of different 4x4 OLL parity algorithms in one place. What are your favorites?

I personally like Rw' U2 Lw F2 Lw' F2 Rw2 U2 Rw U2 Rw' U2 F2 Rw2 F2, but there are probably better ones.
 
No case for the "corner" Parity? I want one.

For now, it's best to do PLL parity + T perm or N perm (Depending on which one you're talking about). I don't know about any shorter algs.

EDIT: Oh wait, Clement has an alg for swapping two opposite corners, but I'm not sure if that's faster than PLL parity alg + N perm.
 
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How long will it be before we get something like cube explorer (optimal or near-optimal) for a 4x4?
Optimal: "never". Current optimal solvers are limited to about 13 moves and although 14, 15, 16 or maybe even 17 will be possible when computers get faster and faster it is unlikely that they ever will reach the "31" that I am personnaly guessing is the maximum length for "gods algorithm"
Near optimal: Well, as long as we don't know how many optimal is we really have no idea what "near optimal" would be, now don't we? But there is a 5-phase and a 6-phase solver for 4x4x4 that requires "about 60-something moves". You can find out more about this solver on http://cubezzz.homelinux.org/drupal/. I tried searching, but "4x4x4" gave me now hits :(
 
How long will it be before we get something like cube explorer (optimal or near-optimal) for a 4x4?
Optimal: "never". Current optimal solvers are limited to about 13 moves and although 14, 15, 16 or maybe even 17 will be possible when computers get faster and faster it is unlikely that they ever will reach the "31" that I am personnaly guessing is the maximum length for "gods algorithm"
Near optimal: Well, as long as we don't know how many optimal is we really have no idea what "near optimal" would be, now don't we? But there is a 5-phase and a 6-phase solver for 4x4x4 that requires "about 60-something moves". You can find out more about this solver on http://cubezzz.homelinux.org/drupal/. I tried searching, but "4x4x4" gave me now hits :(

never is a long time. :)
 
jcuber: As long as the LL-alg won't be very long (remember, about 13 moves) you can try Clement Gallets solver
Kian: That's a pretty useless post. I already said "never" instead of never, but I challenge you to calculate the following: Let's say that 13 moves on a pc would only take 30 minutes and that computers will double in speed every 18 months. Now please calculate how long it would take to find a 30 move solution on a 4x4x4 NOW, and if you would still be alive when that can be done in 30 seconds. Seriously, please calculate this so you get a grasp about "big numbers"
 
jcuber: As long as the LL-alg won't be very long (remember, about 13 moves) you can try Clement Gallets solver
Kian: That's a pretty useless post. I already said "never" instead of never, but I challenge you to calculate the following: Let's say that 13 moves on a pc would only take 30 minutes and that computers will double in speed every 18 months. Now please calculate how long it would take to find a 30 move solution on a 4x4x4 NOW, and if you would still be alive when that can be done in 30 seconds. Seriously, please calculate this so you get a grasp about "big numbers"

I can't begin to imagine how unbelievable those numbers would be. It would be astronomical. I wasn't really trying to challenge you, I certainly don't believe I'll be alive for a computer with power of that magnitude.
 
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