What was the absolute best case of optimization of streaming video for the Sega CD? How many games looked poor simply due to poor optimization or limited compression (or none at all) and how many actually looked reasonably good even when compared to contemporary games (or versions of the same games) on more advanced platforms in the early 90s? (namely PC, Mac, and 3DO, but CD32 and Jaguar also come in)
Sound comes into play too and there are a few with poorer sound than others, but that seems to be more even throughout compared to video quality. (I'd assume most used uncompressed PCM in the format of the Ricoh PCM chip, though they could vary in sample rate and mono vs stereo -not sure if any are stereo)
From what I've seen, the best live action example is in Road Rash and the best cartoon animated is probably in Batman and Robbin, and Soulstar has pretty good CGI, as does NovaStorm, though the latter is a bit curious. (they were extremely sparing on dithering such that things look far more posterized and low color -I'd honestly have preferred a bit more dithering to the posterization)
Batman and Robin and Road Rash both seem to use Sega's custom cinepak derivative as well as tile by tile palette optimization and possibly even reloading palettes (not sticking to the same 4x 15/16-color palettes) and have plenty of dithering, but done fairly tastefully and with fairly high resolution/screen size. (both seem run at 15 fps too)
There's also cases where video is obviously compressed due to the framerate and resolution used, but it seems odd that compression artifacts aren't visible. In some cases the dithering generally obscures the artifacting too, but in the case of NovaStorm and especially Silpheed they'd need 2:1 compression at the very least (likely more unless mode 2 form 2 data is used allowing 174 kB/s rather than 150 kB/s model 1) yet I can't make out any compression artifacts, and I highly doubt lossless compression is being used. (I think Starblade looks like that as well)
There are obvious cases of poorly optimized video, I think Rebel Assault is among the worst: it seems they couldn't double buffer it in some cases so you get nasty screen tearing (I have yet to confirm that on real hardware though, but recording seem to support it) with horrible compression artifacts in-game in any cases more than wide open space sequences with a few fighters attacing or capital ships in the distance, and low framerate on top of a ll that. (seems like ~8 fps)
They also has the end credits as streaming video (and tearing) rather than using hardware scrolling. Rebel Assault is one of the few games to use streaming audio as well as video in-game on the platform. (it probably exacerbated the video quality problem, but honestly should have been OK had they been willing to reduce the screen size instead)
I think the Digital Pictures games tended to use cinepak, but not as nice as Road Rash or Batman and Robin (perhaps a different version was used) with smaller screens and less optimized dithering, and I think some looked better than others (Sewer Shark generally looks better than Night Trap I think), but at least they all tended to run at 15 fps. There are a few others with added FMV cutscenes like Bram Stoker's Dracula (also has dynamic streaming BG in that case -uncompressed I think) and Terminator, both Cinepak I think, though I haven't looked too much into those in particular.
Mortal Kombat's intro video used a rather odd format which seems to halve the horizontal resolution with double wide pixels and in some places used double height pixels as well, and on top of that it seems to use temporal dithering: that is using a flickering composite of several similar frames to approximate more detail and or color. (much of the time the graphics seem to be modified every frame though the actual video frame isn't fully updated padded that "dithering" for several frames -with a variable affective framerate of what seems to be 8-12 fps)
Then you have things like Dragon's Lair which don't use simple ordered dithering like most of the cinepak video (or GIF images), but error diffusion dithering like Floyd–Steinberg dithering giving a somewhat nicer appearance. It also seems to use largely static backgrounds with a moving layer in front of that. (possibly overlaying 2 BG layers or sprites over a BG) I'm not sure if it's compressed or not, but it seems a bit like the way the ST or Amiga floppy ports of Dragon's Lair were handled. (though the animation looks a fair bit smoother and possibly more colorful -or better dithered)
Then you have the uncompressed video like in Sonic CD, and I think most of the Japanese LaserDisc games (Time Gal, Road Avenger, Cobra Command, etc maybe some others like Keio Flying Squadron -namely Japanese games) were done that way. Usually single layer 16-color images with a fairly small screen size and limited framerate (sonic CD's intro is 256x112 at 8 fps) though they also seem to minimize dithering when possible in favor of carefully chosen colors and reduced color when necessary with some occasional dithering and a fair amount of posterization. (I'd honestly have preferred a little more dithering)
That ended up giving a rather pixel art-ish appearance and also make it seem rather choppy with the framerate issues. On top of that, Sonic CD's intro (at least) is missing a lot of the scenes from the original animation (included on the PC, Saturn, and GEMS versions of the video) and the only conclusion I can come to is that they felt that cutting out more frames to allow the full length animation to play while keeping within the time limits of the music matched to the original animation was impractical. (they probably could have managed the full animation with a higher framerate if they'd reduced the resolution a bit more -an interesting option to address issues with small screen size would be to hardware scale the low res image; though compression would have been a better option and I'm not sure why they didn't go that route in cases after the sega-cinepak codec became available -1993 at least)
In all cases the data format used is also an issue as mode 1 is the standard 150 kB/s with error correction, though mode 2 form 2 is also possible with ~174 kB/s and a general lack of error correction. (so possibly used for some cutscenes but likely avoided for in-game FMV -it's the standard data format used for VCDs and most streaming video on the PSX iirc -probably Saturn and 3DO as well -except maybe cases where it's integral to the game)
Finally here's some examples:
Road Rash Sega CD
http://www.youtube.com/watch?v=QLfjG9ohXhY See Also http://www.youtube.com/watch?v=Ygd6OBUAOHw (lower quality but square pixel aspect ratio, if you care) And 3DO to the right for comparison http://www.youtube.com/watch?v=dnpvQlorBac
Batman and Robin:
http://www.youtube.com/watch?v=gdnwyuKC4MM
(I think that may be from composite video and a bit filtered so you get a bit of blur and obscure most dithering, the Road Rash clips seem to be from emulators so the dithering is more apparent -one could be via RGB, but it's most likely an emulator capture -there are some other uploads that look like real hardware, but many are significantly poorer quality with additional compression artifacts defeating the purpose of the comparison)
This one seems to be using an Emulator, thus exposing a fair bit more of the dithering:
http://www.youtube.com/watch?v=daVUII1NVRM
Here's a compilation of the Batman and Robin Cutscenes.
http://www.youtube.com/watch?v=hMkKtk_PhWs
http://www.youtube.com/watch?v=rLLImTICjf8
Also here's a longplay of Rebel Assault with clear enough recording to show the problematic artifacting clearly (I[m fairly sure the screen tearing isn't from the capture hardware either, particularly as it only occurs with large streaming background segments and since a separate TV preview/advertisement also shows screen tearing in the clips shown)
http://www.youtube.com/watch?v=F6yOX2vmxgY (note that several cutscenes look considerably nicer and that the main issue isn't color limitations or ugly dithering, but sheer compression artifacts with tons of posterized microblocking)


Reply With Quote



