1080p60 Video Playback: PS3 Supreme

August 8th, 2008

It’s all very well having hardware capable of 1080p60 capture; the only problem is that once you have created your wondrous edit, the only playback mechanism available is a quad core PC running the CineForm NEO Player software. Great (incredible, actually) for event usage on a huge display, not so great for final asset delivery to the masses.
Sure, 1080p30 can be played back with much aplomb on both Xbox 360 and PS3, but all my previous efforts in getting demanding video working at full fat 1080p60 have failed miserably, with only mediocre 1440×1080 performance possible via the Xbox 360’s dashboard WMV player.
PlayStation 3 recently had VC1 decoding added to its media playback arsenal and it’s outperforming my 3.0GHz Core 2 Quad system, and indeed the Xbox 360. Easily. My previous 1440×1080 anamorphic edits which gave 360 ‘pause’ play back beautifully on PS3. Handle the encode carefully and the PS3 will even stream 40mbps VC1 without a hitch!
Sure, there are limitations with Sony’s console, as you might expect from a consumer-level piece of hardware bent over and molested at gunpoint into doing things it really doesn’t want to do. In an ideal world, you’d want to use all of the encoding power of VC1 - in-loop and overlap filters, dequant, true chroma motion estimation, B frames, the works. But in dealing with 60 frames, the poor old PS3 simply can’t cope. The answer is to turn off varying amounts of this stuff and compensate with sheer bandwidth. The amount you’ll need will vary with your source material but for 1080p60 you’re looking at the top end.
So… what’s the catch? Weirdly, PS3 supports VC1, but support is patchy for the Microsoft audio codecs. Plus you need to ‘Enable WMA audio’ on the XMB, which nobody ever bothers doing any way. The answer is to demux the WMV, transcode audio into ac3 then plonk everything into a transport stream (.ts) container.
As they say, the proof of the pudding is in the tasting. My whole objective here is to get some semblance of the magnificence of TrueHD 1080p60 captures but playable on everyday hardware; getting that level of quality is going to take some time, so no downloadable goodies for now, but at least now I know it’s actually possible…

Kudos to Microsoft for Expression Encoder 2 and its 30 day trial period I’m ruthlessly exploiting as we speak. It’s based on the same code that produced spectacular VC1 encodes for HD DVD and Blu-ray, but it ain’t cheap at $199. However, encoding quality seems to leaps beyond Microsoft’s previous Windows Media Encoder offering

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Streaming Video Comes of Age

June 27th, 2008

A long break between blogs, but with so much going on behind the scenes, time really is at a premium. For the time being though, it’s back once again to my Eurogamer contributions.
I was recently asked by new editor Tom Bramwell to introduce video to the Xbox 360/PS3 comparison features I put together for them. In theory, it should be easy: Digital Foundry TrueHD already provides lossless dumps of the HDMI ports of the respective consoles, so I already have the videos, it’s just a case of formatting them courtesy of Adobe After Effects.
Well, no it’s not. Matching up specific screenshots takes time enough, but synchronising entire feeds of video at 60fps is exponentially more difficult. And working with uncompressed video as I do all the way up to the h.264 encoding stage also takes a long time, but is important for features where the user really has to have faith in the workflow used. It’s worth pursuing as nobody else appears capable of achieving 24-bit precision with games capture and more than that, they’re often working with some pretty awful compression methods, compromising the quality right from the initial capture phase.
Bearing in mind the large audience these features attract, I think it’s worth pursuing the highest quality results.
The video linked below basically took around 4-5 days of work (including time taken to play both versions of the game up until the end of Chapter One), producing two versions: one at 728×544 for the video Eurogamer site, and one at 632×400 to embed into the feature itself.


Click through to see all eight minutes of the original Grand Theft Auto IV comparison piece, including a fair few clips that were never seen in the actual article. Thanks to Eurogamer for hosting.

I’ve just spent the last few days working on the latest feature, five games (four with video) and you can see that here.
Introducing video at all was a tall order. Up until that point I thought that video comparisons were a complete waste of time; streaming video just isn’t up to the job. However, Eurogamer’s video player is state-of-the-art - as far as Flash goes - and definitely the best on the market if given decent enough material to work with. x264’s HQ-Insane profile is used for the very best possible results and to ensure minimal macroblocking or picture break-up, I slow the video down to 50% or 25% speed. It sounds far from ideal, but as you can see from the link above, it works in that it gives you more time to analyse the video differences. The video is cropped so that one HD pixel is one pixel in the player. Another advantage of slowing the video down is that typically, streaming video online runs at 30fps. Usual form is to dump every other frame, but some games do not update at an even frame rate - so in many cases, video information is being thrown away. Using the slo-mo method, every frame is retained.
The more experience I have making these videos, the more I learn about streamlining the process. The GTA footage was done clip by clip, with both the embedded and Eurogamer.tv versions individually rendered. Now I have a process whereby all clips are joined together, rendered as one file, with that file then used as the basis for the smaller embedded version. A quick Premiere Pro edit can then be used on both renders to make both videos in quick succession.

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HDMI Capture with PlayStation3

November 1st, 2006

It’s always been my intention to make Digital Foundry HD compatible with every single video gaming source, and via its component and VGA inputs, we’ve been able to extract the very best image quality from every single gaming system we’ve tried.
With PlayStation3 having a digital HDMI output, this gave us the potential for lossless, pristine quality video - it was just a case of finding one of the rare machines out there and calibrating it for our system. There was also the small matter of HDCP - the copy protection system that Sony has inexplicably activated for games content as well as Blu-ray movies.
Debug PS3s (used to test games) have the facility to turn off HDCP and the results are spectacular - Digital Foundry HD instantly locks on and gives a pure digital transfer.
Last week Nintendo Wii was also calibrated, meaning that not only does Digital Foundry HD cater for all three new games systems with 60fps capture at up to 720p (480p max for Wii), it also ensures ultimate picture quality by using the top-end video output from all three next gen consoles.


Click for full-size 720p image, captured via HDMI.

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