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Tuesday, January 28, 2014 12:42:12 PM
One thing that you do not want to do is force a 24 fps video into 30 or 60 fps. just as you don't want to force a 30fps image into 24fps. When you deliver non power of 2 multiples of a frame rate, you get unnatural jitter in the imagery as the frames are not equally played comparatively to each other.
As for codecs, VP9 is not H.264. VP9 is a completely different codec, using different technology than the H.26x system. VP9 has near identical compression results (sometimes better sometimes worse, but averaged over many videos about the same) as HEVC (H.265). We have done a lot of side by side comparisons of HEVC to VP9 and image quality is on par between the two.
As for requiring 30mbps for VP9 that is crazy. That would be a ceiling not a floor rate.
You are not editing in a digital world at 60fps if you are editing movies. All movies with only a rare few exceptions (such as the Hobbit at 48fps) are shot at 24fps. As you claim, it's an industry standard, and every movie put out by the movie industry follows that standard, so if you are watching a movie, whether it is on VHS, DVD, BluRay or streaming, it doesn't matter, movies will be delivered at 24fps. If you are taking a 24fps video and forcing it to 60fps, you are compromising the quality of the experience.
Again, your analogy about image quality and frame rates are incorrect. Image quality has to do with the quality of the pixels on the screen and their reproduction compared to the original image. Frame rate only deals with the smoothness of the display and the motion on screen. Stuttering, tearing and those types of problems are only related to frame rate when the device is not keeping up with the source image. That has nothing to do with the quality of the pixels. You are also incorrect in trying to equate bit depth to frame rate. All current imagery is being delivered at 8 bit color depth in the Rec 709 color space. Rec 709 color space works does not change whether 24 fps or 60 fps. You will see a big movement in the coming year to move to the Rec 2020 color space, upgrading to 10 or 12 bits in the 4K UHD world. Both Dolby and Technicolor are pushing the 4K UHD HDR imagery upgrades. None of that is related to frame rate.
Gaming is a completely different subject, and not really part of this discussion. Gaming typically wants 30 to 60 fps to play smoothly, and a lot of that depends on the rendering engine and the game synchronizing with the vertical refresh. Again that has zero impact on image quality and simply affects the smoothness of the motion and whether or not the image renders the entire frame at the same time, or gets stuck between two vertical refreshes thus "tearing" the image. This has a lot more to do with coordinating the rendering hardware and the display hardware together. NanoTech Gaming Labs is doing a lot of groundbreaking R&D in this field.
You are also trying to confuse people by claiming that the transport container or the compression changes the light and contrast of the image. That again is inaccurate. The delivery mechanism has no affect on image quality. The compression rate will affect the image quality, but primarily it has to do with the "block" effect that you see, the lack of smooth gradients by grouping pixels together to save space, and the definition of edges around areas of contrasting pixels.
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