Sunday, August 24, 2008

PS3 Media Playback Update

First of all, kudos to Sony for producing what I think must be the first 1080p60 AVC file to playback on PlayStation 3. Posters on the AVSForum tipped me off to the 1080p download available at WipEout HD website. Encoded at 20mbps with peaks at 49mbps, it's a worthy workout for the PS3 - but it's a shame that the gameplay footage has so much v-lock screen tear.
The video is also noteworthy in that I could not match this performance initially whatsoever, despite matching its encoding profile as closely as I could using x264. It turns out that the video divides the image into 'slices' which PS3's Cell CPU decode in parallel... and x264 doesn't support slices.
However, the Mainconcept Reference encoder does and while it's horrible to use compared to x264, I quickly had 1080p60 material playing back nicely. I'll have to consider updating the Devil May Cry demo on DigitalFoundry.org to replace the existing VC-1 encode as I get the same quality at a lower bitrate and AVC is clearly more suited to the PS3's media playback capabilities. That's if I can find someone with the full version to do the encode for me, as the demo version watermarks output and I'm not paying $1,999 for an encoder that is inferior to x264 in just about every way.


PlayStation 3 WipEout HD supports 1080p60 (with one or two interesting technical tricks I might go into at a later date) and the AVC video Sony produced for it is well worth downloading and checking out on your own PS3...

Wednesday, August 20, 2008

Website Revamp Now Live

Well, after lots of behind-the-scenes mucking about, the new Digital Foundry website is now live. Contained therein is a stronger focus on the hardware offerings we've developed, including a pretty remarkable 1080p60 demo of Devil May Cry 4's superb intro sequence, running from PC. Encoded into the VC-1 codec and optimised for playback on PS3, it's well worth a download as an example of the quality of final deliverable asset Digital Foundry TrueHD provides. There's a good-looking 1080p30 AVC file based on Gran Turismo 5 that should playback nicely on both PS3 and Xbox 360 too.
Also revealed is the first work on the notebook version of Digital Foundry TrueHD that'll allow for 720p60 and 1080p30 HD capture 'on the go'.
While putting the website together, checking the logs also revealed that many of the shots posted on this blog are being hotlinked from elsewhere - and with it, the astonishing statistic that 5GB (!!) in JPEGs were downloaded at my expense last month, mostly from MySpace mouth-breathers stealing the Kasabian images from a previous blog posting. The shots have been moved and if they're stolen again, they'll be replaced with far more 'colourful' images I'm not sure your mother would appreciate seeing plastered over your profile!
Not too much else to report otherwise - my personal time has been vacuumed up preparing video material for the Leipzig GC games event currently taking place in East Germany. I've visited the event in the past, and while I'm never too keen on shows like this, the conference centre's surrounding area is truly beautiful - away from the city centres, Germany is a lovely place to visit; like rural England, but with space to breathe...

Friday, August 8, 2008

1080p60 Video Playback: PS3 Supreme

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 1440x1080 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 1440x1080 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

Sunday, August 3, 2008

PC Gaming Renaissance

I'm currently in the process of revamping the woefully out of date digitalfoundry.org website. There'll be new pages detailing all our HD offerings and streaming video rather than cumbersome HD downloads. Tomorrow one TrueHD unit will be capturing the other in order to create videos showing the new system in action.
I can't be using Ridge Racer 7 to showcase 1080p capture for the rest of my life, so I knocked together a basic PC out of spare parts lurking in corners of the Digital Foundry lair, then bought a brand new 512MB nVidia 8800GT for a mere £90.
The results were spectacular and the revelation clear: for much the same price as a PlayStation 3, you can have a gaming machine that massively outperforms any current console. Devil May Cry 4 with 2x MSAA at 1080p60 is spectacular - an inordinate leap visually over the console versions. So-called system killer Crysis? Performance a touch choppy at 1080p with all settings on 'high', but still perfectly playable. Scale back to 720p and once again we have 60fps gameplay. Unreal Tournament 3 ran without a hitch at the full fat 1080p60 and predictably, blew the console versions out of the water graphically: over twice as much detail and double the frame rate.
The irony is that as pundits confidently predict the end of PC gaming, we've finally reached a point where basic PC technology is sufficient enough to feed consumer level HDTVs with a graphical experience far beyond what the set-in-stone, unupgradable consoles can achieve. In my view, there's never been a better time to get into PC gaming, and it needn't cost the earth...



A quartet of images derived from TrueHD 1080p60 captures using the CineForm encoder. Clockwise: Crysis (PC), Devil May Cry 4 (PC), Gran Turismo 5 Prologue (PS3) and finally Virtua Tennis 3 (PS3). Click on the thumbnails for full images.

Saturday, July 19, 2008

Pushing Back The Boundaries

An exhausting week with over 800 miles covered across the UK, but plenty to get excited about. First of all, I recently upgraded to CineForm's Prospect HD editing solution; loaded up Adobe Premiere Pro CS3, and imported a few 1080p60 captures into the timeline. Lo and behold, not only is Digital Foundry TrueHD the only high definition capture system on the market capable of the most extreme resolutions and frame rates, it's also capable of doubling up as a realtime HD workstation.
Yup, 1080p60 streams on the timeline, playing back in realtime.... while conforming the audio at the same time. Bearing in mind that Prospect HD gives you change from $1,000, this is a pretty staggering state of affairs - especially as I believe that an overclocked Q6600 based system running in the region of 3GHz, combined with RAM running at 1066MHz will also do the job. It's a theory I'll put to the test sometime next week, but with Intel's new Nehalem hardware coming along, I'm all but certain that mid-range consumer level kit will soon be outperforming the current top-end server-based technology. And that's fantastic for HD, while posing interesting questions to those of us  in the HD hardware market.
Secondly, a brilliant meeting yesterday with the engineers behind the TrueHD hardware. I went in with a wishlist of stuff that can make the best HD capture solution bar none better yet, and I was amazed at the response. Plans are afoot to include the analogue component support currently absent from the hardware, improve precision 24-bit RGB performance, introduce hardware scaling, and finally, I'm very confident that an iteration of TrueHD will soon be available for notebook users. Bandwidth and CPU limitations prevent full-on 1080p60, but 720p60... 1080p30... some level of support for precision, lossless RGB capture, all the CineForm bells and whistles. It'll all be there in a package you can fit in a travel bag.
And lastly, in a sleep-deprieved, non-stop week of action, I spent a fantastic day at Criterion Games this week installing their new TrueHD station, demoing its capabilities and helping out with their video encoding on the Crash TV podcast they regularly produce.
If you don't know, these are the guys behind the Burnout and Black videogame series, pushing back technical boundaries themselves with each new game they release. Any way, check out that podcast on iTunes if you're in any way interested in games development (search for Crash TV). In an industry increasingly obsessed with PR spin, it's refreshing to see a bunch of talented developers letting the customer into their world, withholding very little and having some fun at the same time. Having spent a fair amount of time with these guys, a lot of the content is almost back like being in the room with them.

Friday, June 27, 2008

Streaming Video Comes of Age

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 728x544 for the video Eurogamer site, and one at 632x400 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.

Tuesday, April 8, 2008

TrueHD: The Proof of the Pudding

So it's been a while since I've updated with progress on Digital Foundry TrueHD. While the core of the product has been complete for quite some time, there's been a fair amount of engineering work going on in the background to make the whole thing stable. I've been doing a fair amount of beta testing with a client since my January blog entry and I was surprised at how easy it was for me to work around bugs, but not so easy for someone who's never laid hands on the hardware before. Thankfully now, the system is very robust and I've got some great feedback on how to improve the product still further.
Overall though, TrueHD is now good to go, so it's time for a screenshot or two, this time with a difference. The left hand side of the shot shows a captured image using our lossless 24-bit RGB codec (which supports 720p60 and 1080p30). The right hand side shows the quality we have using CineForm HD (support for any resolution at 60fps up to 1080p). For a complete comparison download both images here. Yet another testament to the quality of CineForm HD, which makes 1080p60 capture possible.
If you're wondering why I have an obsession with Ridge Racer 7, it's because it's a superb way to stress-test 1080p capture. And pretty much the only way we have right now until more advanced gaming hardware hits the market. First of all, it runs consistently at 60fps - give or take the odd dropped frame. Secondly, it's full raster 1920x1080 while most PS3 titles that offer 1080p support actually run at 960x1080, 1280x1080 or 1440x1080 - if they support 1080p at all. Thirdly, it's packed with detail, fast motion, and zero anti-aliasing. All of these details combine to make compression an absolute nightmare - in short, it's the best way to put TrueHD through its paces.
So, with TrueHD effectively done and dusted, what next for Digital Foundry? News early next week. It's gonna be big, or rather small.



Our old friend Ridge Racer 7 on PS3 versus Digital Foundry TrueHD, captured at 1080p30 in full 24-bit RGB (left) and YPrPb 4:2:2 CineForm HD (right). Click on the image for the full picture.

Tuesday, January 15, 2008

New Hardware Announcement: Full 1080p60 Capture with the 'Digital Foundry TrueHD' WorkStation

Earlier in the New Year I mentioned some exciting new equipment being worked on here at the Digital Foundry lair. Now I'm actually in a position to be able to make an announcement of sorts before a full press release goes out in the next week or so.
Digital Foundry TrueHD is the first piece of brand new technology we've been working on. The best kit available (soon!) for hardcore professionals and media outlets, but really targeted at games developers, it's an ultra high-end unit designed to be the last word in video games capture.
It's also the first HD system available capable of acquiring full raster 1080p high definition video at 60 frames per second, while simultaneously running an on-screen preview window scalable to any resolution at the same refresh rate. In this mode, files are encoded into the CineForm HD codec, which regular readers will know offers the best quality, spectacular compression rates and allows for cross-platform usage of the video files on PC or Apple Mac in all major editing systems.
Other stuff we're looking to include? How about enhanced support for full mathematically lossless 24-bit RGB? Digital Foundry TrueHD can capture 720p at 60fps with full 24-bit precision, up from 30fps on our previous hardware. Literally every single byte of video information from the HDMI port is captured with zero loss of quality. That 24-bit support extends upwards too, with 1080p support included at up to 30 frames per second.
So is the new TrueHD offering a direct replacement for the current portable DFHD? Not really. There are no plans for a portable version of TrueHD, but more than that there is no planned support for analogue component (VGA/DVI/HDMI only) nor interlaced sources - all handled easily with our existing product. So consider TrueHD a top-end device designed to complement Xbox 360, PC and PS3, while DFHD remains the best games media swiss army knife on the market - able to handle any input (SD or HD), any resolution, anywhere.
Screenshots, videos and everything will be released in the next week or two.

Saturday, January 5, 2008

Cross-Platform HD Video Files

It's difficult to write any blog entry about Digital Foundry HD without evangelising the CineForm compression technology we have used since day one. I recognised the sheer quality of the codec right from the very beginning of our project way back in August 2005, but its incompatibility with Final Cut Pro on Apple Mac has always been a concern, being as it is - rightly or wrongly - the industry standard for video editing.
CineForm has been working on the Mac implementation of its technology for some time, but just before Christmas I finally took the plunge and invested in a Mac Mini. Partly to see what all the fuss was about (my last Mac was a monochrome powerbook that died sometime in 1994!), partly to investigate just how good the CineForm implementation was, and finally because I like to dismantle electronics and the Mini looked like a lovely design (that PCI Express Mini Card socket is very interesting...)
As it happens, CineForm have been good to their word. Our captures open in Quicktime and Final Cut Pro with no issues whatsoever, and no conversion required. The decoder required for running captures on the Mac is free too, meaning that distribution of those captures is no problem at all.
Going into 2008, we have some pretty exciting new stuff lined up that's been in gestation for quite some time. We're expanding the Digital Foundry HD hardware options, and introducing some revolutionary new capture options - stuff that's literally never been seen before - but practicality, flexibility and sheer quality are our bywords and as such, CineForm remains at the heart of everything we do.


Digital Foundry HD .avi files playing in Quicktime Pro on OSX 10.5, and imported into Final Cut Pro. Thanks to the CineForm HD codec, Digital Foundry HD captures are not only small and compact with industry-leading quality, they'll work on all major editing systems on both PC and Mac.

Wednesday, October 17, 2007

World First? 1080p60 HD Games Capture

Let's make no bones about it, 720p is a lovely HD standard to 'do business' with. Progressive frames and 60 of them per second to boot. I built Digital Foundry HD around this standard because it produces great results and is manageable from a bandwidth perspective - ie in terms of streaming gigs of data across a motherboard and bunging it on a hard disk. It's also uniformly supported as a standard across both next gen consoles and is easy to configure on PC to boot. All good.
Once you enter the realms of 1080 lines, things get iffy. 1080i genuinely works well on most HDTVs, but personally I can't stand it for the provison of HD assets - interlacing knackers any chance of extracting specific shots and it's harder to compress. 1080p solves those problems except bandwidth over 720p more than doubles. This then, is what is officially referred to amongst those in the know as 'a pain in the arse'.
Digital Foundry HD of course supports 1080p - indeed it's probably the only bespoke system you can directly connect to a PS3, 360 or PC to 'get' 1080p. But it is limited in terms of frame rate (typically 15fps max - fine for screens, not for vids).
So today, prompted by a request from Gametrailers, I got to work in making 1080p/30 and 1080p/60 video from DFHD a workable proposition. To my knowledge direct connection to the source and on the fly video capture at this level has never been done before, so achieving this would be a big breakthrough.
Achieve it, I did. There's the odd bit of technical sleight of hand going on (essentially we're capturing 1440x1080 and using anamorphic pixels on the encoding of the final deliverable asset) but crucially, it works and it looks great. And you can check it out yourself by clicking here to download a 1080p/30 capture from the portable DFHD unit, or here for a full-on 1080p/60 video courtesy of the monstrous desktop rendition of the hardware. Unzip and copy onto a decent USB stick and check it out on the Xbox 360's video player - which surprisingly has more horsepower for WMV playback than even some of the most powerful PCs here at Digital Foundry HQ.
The 30fps vid gives some small idea of the clarity of the original CineForm HD capture, but I'm going to have to research more to get 1080p/60 looking great on 360 and PS3 as a final deliverable asset. The 1080p/60 file here is a tantalising taster, but I'm sure I can get closer to the quality of the raw capture.
In the meantime, work continues behind the scenes at Digital Foundry for full raster 1920x1080 60fps capture from any HDMI, DVI or VGA source. Now this truly will be a world first, especially in the creation of assets that can be used nativel on Premiere Pro, Vegas and of course Final Cut Pro. Expect updates in the near future.


PlayStation 3 Ridge Racer 7 in all its majesty. Namco's insane drifting arcade meisterwerks never disappoint, and always provide welcome demo material for HD specialists requiring a 60fps source to muck about with.

Wednesday, October 10, 2007

Game Over (Yeah!) for Sega Rally

I don't have masses of spare time to devote to gameplay these days (unless I'm being paid for it) but one title I was dying to try out was the brand new Sega Rally, which seems to have attracted some positive press.
Sega Rally was the finest racing game ever made on Saturn, a perfect symbiosis of brilliant track design and an utterly sublime feeling of driving over dirt and gravel. Along with Virtua Fighter 2, it's the zenith of Saturn gaming. Despite the temptation to knock out a basic arcade port, Tetsuya Mizuguchi and his AM3 team completely rewrote the handling system as the original coin-op version (which updated at 60Hz) simply didn’t translate into the 30fps Saturn game well enough – such was the level of dedication in getting the very best rallying experience possible out of the limited console hardware.
Sega Rally has a lot to live up to, and certainly, in terms of its graphics, it's a beautiful game. Realtime deformation on the tracks as you race over them is also extremely impressive and does make a subtle impact on the handling. The amount of content in the game also appears to be very impressive, as is the user interface – clean and easy to navigate with no loading, if somewhat bereft of important information.
It's just a shame that so much is wrong with the game – beginning with the plain and simple fact that it has barely anything in common with its illustrious arcade heritage. There's nothing I've seen so far that makes it a true Sega Rally game, as opposed to say, V-Rally: The Next Generation. More than that, inexplicably, two different handling systems have been included (neither of them feeling right), and the inclusion of bouncy invisible walls trackside feels like a relic from the PS2 generation - and the arbitrary positioning of those 'walls' with little in the way of visual cues is terrible.
Other major irritations could've easily been fixed: no restart option in the pause menu – do I really have to play through every event in a championship if I make an error in the last race? And what's with the car select screen – why no stats on each car? How am I supposed to know which suits my driving style, or why one is better than the other, or why I should really want to get enough points to unlock the next car? And what on Earth does that music sound like?
Gameplay itself is also too difficult to begin with – even on the very first race, which you'd think should ease you into the game. But no, one big prang and you may as well restart (after quitting back to the main menu of course and going through all the options again as there is no restart option).
Fixing all of this stuff wouldn't have been too difficult (invisible walls aside) but the bottom line is that the mindset behind this game is just not quite right. If AM3 were starting out on Sega Rally now with today's console hardware, I can't imagine they'd hand in software like this. While the graphics are undoubtedly superb, the dedication to the player, to the sheer gameplay experience, just isn't there. It's a serviceable enough rally game if you can overcome its shortcomings, but it's not Sega Rally.
Game Over? Alas, 'Yeah!'. I'm off to play PGR4 and The Orange Box.

UPDATE: I'm currently back on Sega Rally having finished Half-Life 2 on 360 as I'm covering this in the next Eurogamer 360 vs PS3 face-off. Progressed through the first wave of rallies and opened up the modified championship. Have lost the will to play on. There is a restart option in the other game modes, but not in championship. Why exactly? There can be only one explanation - it is an artificial way of prolonging the time the player spends in the Championship mode. Handling still doesn't feel good to me and the option of not being able to switch between the two handling models between championship rallies boggles the mind. Different terrain requires different handling - this is what the game is telling me. Yet it won't let you swap between stages. I'm just bewildered as to why a game that has so much attention to detail elsewhere frustrates me so much in terms of the basics.


Most HD games, including Sega Rally Revo, top out at 29.97fps with a 720p resolution. Digital Foundry HD's precision 24-bit mode captures every single byte of pixel info output over HDMI to the point where even v-lock tear issues (shot right) can be easily identified and picked out. Click for full-size images.

Thursday, September 27, 2007

Xbox 360 vs PlayStation 3

Earlier this year, Eurogamer's editor, Kristan Reed, gave me an interesting assignment - to start a rolling series of features on the site that would highlight the similarities and differences between the same games running on the Xbox 360 and PlayStation 3 consoles.
I guess I was pretty much the default choice, being the only freelance writer around with the kit required to produce the comparison shots that would accompany the feature, so I gave it my best shot. Once published, I have to admit that I was as surprised by the vitriol of the 'talkback'-style comment writers as I was by the success of the feature (which got a huge amount of readers - the main reason I carried on writing them). I was also amused to see links back to the screenshots in various games forums, where 'fanboys' were picking and choosing the shots they wanted to use in order to make PS3 or Xbox 360 look 'bad' compared to the other. Unwittingly I had been drawn into the mighty next generation console war and my work was prime propaganda material.
Hardcore players have always had a close emotional bond with their gaming hardware (something I understood well and indeed shared to a point while editing print titles such as the official Sega Saturn Magazine back in days of yore) and it's pointless arguing, so I just let them get on with it, and continue to produce the pieces as I see fit. I'm far more interested in the games as opposed to arguing the toss over the technology that powers them.
Regardless I still enjoy writing the features and producing the comparison frames like the Spider-Man 3 and The Darkness shots below - a good workout for the 24-bit precision mode of Digital Foundry HD, and a harkening back to the excruciating, borderline pointless levels of effort I inflicted on myself while editing a certain magazine known as MAXIMUM.
Any way, the HDMI outputs of the PS3 and Xbox 360 Elite are used here, with both systems set to full-level RGB (0-255) as opposed to the more limited video systems RGB (16-234). There's a slight gamma difference, but that's down to the consoles in question, not DFHD.


Comparison images of Spider-Man 3 (720p) and The Darkness (1080p) running on Xbox 360 and PlayStation 3, losslessly derived from the HDMI ports of each console.