Dec 12

A couple of nights ago, I noticed my TV/DVD combination was acting up. PAL DVDs would play with a horrible irregular juddering motion. I checked broadcast TV and the PS3, and they were both fine; I checked the DVI/HDMI cable, that was fine also. I started to suspect the DVD player.

Friday, I bought a new DVD player. $44 at Fry’s Electronics. It had the same problem. Further investigation and experimentation eventually revealed that the issue was a setting on the TV.

The short summary: If you have an NTSC Sony BRAVIA TV but have no analog video sources, find the CineMotion setting in the TV setup, and make sure it is turned off, not set to auto or on. Even if you have some analog video sources, you should turn CineMotion off if you don’t use analog sources to watch movies. You don’t need it, you don’t want it, all it can ever do is mess up your signal. The long explanation follows…

Conventionally, movies are shot on film at 24 frames per second. When they are transferred to US NTSC video via a Telecine machine, the 24 frames per second must be converted to 29.97 frames per second, or 59.94 fields per second–which I’ll call 60 fields per second for the purposes of this brief discussion.

The process used is called 3:2 pulldown, because the first frame of film used to end up turning into 3 fields of video; the second frame of film ended up as 2 fields of video; the next was 3 fields again; and so on, alternating. Nowadays, frame buffers allow the 2 and 3 field allocation to be varied, so you tend to get 2:3:3:2, which results in fewer video frames whose contents are taken from two different film frames. But all pulldown options share the same fundamental defect, which is that the frames of the movie are no longer all of the same duration. This tends to make tracking shots and motion look somewhat odd.

Modern digital HDTVs don’t need pulldown. The HDTV standard, ATSC, mandates that TVs support 24 frames per second–and also 23.976 fps, which is the speed 24fps movies used to be slowed to before performing 3:2 pulldown, so as to end up with 59.94 fields per second. So an HDTV can display a 24fps movie at 24fps. If it’s a 120Hz set, it can even display movies with no split frames at all, as 24 goes evenly into 120.

Sony BRAVIA HDTVs therefore have a feature called CineMotion buried away in the setup menus. This detects incoming 3:2 pulldown video, and dynamically works out the pulldown pattern, reverses the pulldown and recombines the fields into 23.976 frames per second, buffers them, and then shows the result at exactly 23.976fps. Your movie motion looks smoother and more natural as a result.

My DVD player only pumps out a progressive signal (480p or 720p) via HDMI, so the TV never needs to do reverse pulldown. If the DVD is a movie, the MPEG-2 video file is 24fps, and the DVD player turns that into 24fps digital stream to the TV. So I have no use for this advanced CineMotion feature. It’s only applicable to analog interlaced video sources, and the only analog video source I have is the Wii–and that’s 480p via component cable and never shows 24fps movies, so it doesn’t need processing either.

Somehow, CineMotion got turned on in the setup menu–either as a default, or maybe I was playing with settings and turned it on without realizing what it was. And sadly, there’s a bug in Sony’s TV firmware: it doesn’t seem to check whether the source is interlaced before applying CineMotion post-processing. Instead, it just checks the frame rate of the decoded frames to decide whether to buffer them.

PAL video is 50 fields per second, or 25 frames per second. This seems to be close enough to 24 frames per second that it triggers the CineMotion buffering. The TV tries to take the incoming 25fps video, and show it at 23.976fps. This results in disaster; every now and again, the TV realizes it has fallen too far behind the incoming data stream, and drops an entire frame to catch up.

So that is why my UK DVDs were looking like crap. I turned the CineMotion feature off, and now everything looks good again.

So I have a second DVD player which is, strictly speaking, unnecessary. However, there’s an upside. My original player was state of the art 4 years ago, but technology has marched on. The new $44 DVD player upscales to full 1080p, the native resolution of the TV. This seems to give a better picture than upscaling to 720p and then having the TV upscale again. The fancy noise reduction and motion smoothing of the old DVD player are also unnecessary, as the new TV has even better implementations. As a final benefit, the new player has true HDMI out rather than DVI, meaning I get audio and video through the same cable, with no need to adjust timing between the two. I also notice that the new player is very light and runs cool, whereas the old one had a lot of circuitry packed in and would get hot. So, I’m keeping the new DVD player and retiring the old one.

Ah, technology, where the state of the art from 4 years ago is today’s doorstop.

Oh, and if you want a region-free DVD player, pick up a Coby DVD288 at Fry’s.

Oct 20

Sony has revised the terms of service for the PlayStation Network. The new TOS says:

You may not provide anyone with your name or any other personally identifying information other than your own Online ID

As it happens, I broke the new TOS twice at the weekend without realizing it at the time. I’ve told people in Team Fortress 2 and Burnout Paradise both my name, and the fact that I live in Austin, TX.

I can see a case for prohibiting disclosing someone else’s identity. (Key words being "disclosing" and "someone else’s".) However, if I want to tell people online where I live, I don’t see how that is any of Sony’s business. Furthermore, since my PSN ID is just my name with a random number appended, does that mean I need to change my ID? That’s awkward, as Sony’s system doesn’t let you do so. Perhaps I should send an e-mail to customer support?

Jul 18

GamePro reports NPD sales data:

Console June sales
Wii 666,700
PS3 405,500
Xbox 360 219,800
PS2 188,800

Of note, these are sales to end users, not number of consoles shipped; Microsoft prefers to cite the latter.

The Wii is now the #1 console in the US by installed base. So it seems as though as predicted, the Xbox 360’s best days could be behind it.

Once Sony got their act together and shipped a bundle with the rumble controller packaged along with the console, sales took off. When the 80GB PS3 with rumble controller replaces the current 40GB package, expect sales to rise again. It won’t take long to erase the lead in installed base Microsoft has.

This week, people are making a big thing about the announcement that Final Fantasy XIII is going to be cross-platform, appearing on the 360 as well as the PS3–but only in the US, as nobody in Japan has a 360.

I don’t see the Final Fantasy announcement as all that big of a deal, when you look at all the former Xbox exclusives that are now on the PS3 or will be soon.

  • Saints Row was the Xbox’s supposed GTA-killer, and Saints Row 2 is going to be on PS3.
  • BioShock was the 360’s highest rated game of 2007 on Metacritic. It’s now coming to PS3, with "graphical improvements".
  • Half-Life ’s developer Valve was always a staunch Microsoft supporter, with Half-Life 2 an Xbox exclusive–but The Orange Box came out for PS3 earlier this year. (I’ve picked up a copy–FPSs aren’t really my thing, but I want to play Portal.)
  • Elder Scrolls IV: Oblivion made it onto the PS3.
  • Dead or Alive 4 is being ported, and it’s rumored that the sequel may be PS3 exclusive.
  • Ridge Racer 6 was Xbox 360 only, Ridge Racer 7 switched to PS3 only.
  • Full Auto was Xbox 360 only, Full Auto 2 is on PS3.

So looking at the high profile well-reviewed Xbox exclusives, that leaves Command and Conquer, Project Gotham Racing, Mass Effect, Gears of War, and of course Halo. (Dead Rising is heading to the Wii, along with Beautiful Katamari.) It’s a good job Microsoft bought so many game companies, or they would hardly have any exclusives left at this point.

So the video game industry will avoid Microsoft domination for another generation. I think this is a good thing.

Jun 17

Last week, Sony finally released a PlayStation 3 bundle that actually shipped with the rumble controller included, rather than expecting people to spend an extra $60 to get one. The bundle also comes with <cite><a href=”http://www.amazon.com/gp/product/B000FQ2D5E?ie=UTF8&tag=a0ef8-20&linkCode=as2&camp=1789&creative=9325&creativeASIN=B000FQ2D5E”>Metal Gear Solid 4: Guns of the Patriots</a></cite>, the new iteration of one of my favorite games.

This new MGS4 bundle promptly sold out everywhere online. So on Saturday, while rothko was helping to run a local election, I figured I’d try a few stores to see if anyone had one in stock.

I was pretty pessimistic, expecting another Wii/Wii Fit scenario, based on the lack of online availability. However, my first call (to Best Buy) turned up a small cache of units. I wolfed a breakfast burrito and dashed over there. Sure enough, they had 8 new PS3 bundles, so I grabbed one.

However, while I like Metal Gear Solid, it wasn’t the game I had been waiting months to play. So I picked up a copy of <cite><a href=”http://www.amazon.com/gp/product/B000HKP88C?ie=UTF8&tag=a0ef8-20&linkCode=as2&camp=1789&creative=9325&creativeASIN=B000HKP88C”>Grand Theft Auto IV</a></cite> as well.

I already had an HDMI switchbox and suitable cables, purchased from the excellent and awesomely cheap monoprice.com. I was a good husband and got everything installed tidily in the TV stand, no trailing cables. I even cleaned and dusted. Then I settled down for some quality time.

My early impressions of GTA IV are that they’ve pretty much gone in the direction I wanted: greater realism, more interesting locations, and less empty space. Motorcycles are less unbalancing now; it’s harder to corner, and if you hit something, rather than just getting back on and continuing, you tend to tumble like a rag doll across 20 meters of asphalt and cripple yourself. It’s also possible to drive a car into a solid object fast enough that you fly through the windshield in a shower of glass and end up bleeding in the street.

The violence level has been toned down as well. Rather than ridiculous overkill missions with rocket launchers, the initial focus is on small-scale crime. You, a handgun, and a baseball bat. The story is better too; the protagonist gradually gets drawn into crime, reluctantly.

Haven’t tried multiplayer yet.

May 27

You’ve probably noticed that a new Grand Theft Auto game is out, GTA IV. As usual, the release of a new GTA has resulted in a new round of articles criticizing (or outright excoriating) the game.

I’m a big fan of GTA. I’ve played every 3D GTA game from start to finish. As such, I feel I can provide an informed perspective on the game series. I see a number of annoying misconceptions and deceptions repeated time and time again, the most infamous of which is the claim that the game rewards you for killing prostitutes.
I’d like to explain why I continue to play every GTA game released. But before I can do that, I need to talk a bit about the history of video games, so that I can explain exactly why GTA was (and is still) so groundbreaking.

(In the text that follows, please excuse any lapses in chronology; my focus here is on general trends in game design, rather than the minutiae of which games were released when.)

The first wave of video games: the arcade

Video games are a comparatively new medium. While a few experimental games were created as early as the 1950s, it was in the 1960s that the first recognizable video games began to appear on university computer systems. In the early 1970s, these primitive games began to appear in amusement arcades.

Early games mostly belonged in one of two categories: sports games and shooting games. The first amusement arcade game, PONG, was an example of the former. It presented a stripped-down approximation of a familiar competitive sport, in this case tennis. Other games attempted to simulate baseball, hurdles, and other sports events.

Perhaps the earliest example of a shooting game in the arcades was Space Wars, an adaptation of a mainframe game. It allowed two players to maneuver spacecraft on a vector graphics screen, and attempt to destroy each other with missile fire.

In 1978, Taito launched Space Invaders, which introduced two vital changes to the shooting game formula. Firstly, it was a single player game, so players no longer needed to find a friend of similar ability in order to enjoy play. Obviously this was a relief to the kinds of people who played video games, but it was the second innovation that really changed gaming: Space Invaders presented the player with an enemy whose forces were apparently overwhelming.

It was a massive hit, and set the pattern for hundreds, perhaps even thousands of video games. Sometimes the enemies were Japanese aircraft, sometimes egg-laying aliens, sometimes undersea creatures; sometimes the screen scrolled horizontally or vertically, or even diagonally. However, the basic situation was always the same: large numbers of enemies were invading for no adequately explored reason, and as they moved around the screen you attempted to kill as many of them as possible. The genre became known as the shoot-em-up. While it soon became formulaic, and is no longer popular, for a while almost every other video game seemed to be a shoot-em-up.

In the 1980s, a few new primeval video game formulae were invented. The game Scramble turned the tables, making the human player the aggressor in an invasion attempt; this idea was repeated later in games like Zaxxon and R-Type. Mazes became popular, in games such as Pac-Man and Berzerk. Pac-Man also introduced many people to the game mechanic of evading enemies rather than destroying them, a formula also used in Q*Bert and Crazy Climber. Driving games made an appearance, from purist Formula One simulations to avoid-the-enemy variations with cars in mazes. Eventually true 3D graphics began to appear, with games such as Battlezone, a commercial game which was adapted into a military tank battle simulator.

One thing that was clear on entering any 1980s video arcade was that there was a tremendous focus on shooting things, and not a great deal of story-telling going on. Partly this was because of technological limitations, but mostly it was because the purpose of an arcade video game was to extract as many coins from customers as possible. Games therefore attempted to give the most intense experience possible, so that even a five minute gameplay session could feel exhausting. The easiest way to achieve this kind of intensity was with lots of violence, often enhanced with pulsating sound and visuals. Eighties games such as Robotron: 2084 and Defender still rate amongst the most intense video game experiences devised.

The second wave: console games

While arcade games battled to fit more and more killing on screen, video games began to undergo a parallel evolution in the home. In 1977, the Atari 2600 introduced the idea of a video game console which could play any number of different games, loaded onto it from cartridges. Prior to this innovation, home video game consoles came with a fixed set of games built in.

Cartridge-based console gaming lowered the investment needed to put a game into commercial production, and reduced the amount of money the customer had to risk to try a new game. At the same time, companies like Atari were making incredible amounts of money, so game designers were allowed to experiment with games that would have been unsuitable for arcades. And with no requirement to keep game sessions short in order to pull money from the player’s pockets, games could become longer.

So it was that another video game genre began to become popular: the adventure. Often modeled on pen and paper role-playing games, adventure games offered players the chance to take part in a comparatively lengthy quest, which often had some sort of narrative purpose behind it. For the first time, games began to explore why the protagonist was risking his life and why he was being attacked. Furthermore, almost all adventures had an ending in which the player could actually win the game.

It wasn’t long before some adventure games began to offer players true choice, with multiple ways to “win”–for example, by rescuing the princess, defeating the dragon, or recovering the treasure.

The third wave: home computers

During the home computer boom of the 1980s, the price of game distribution fell further, as software for home computers could be duplicated on regular audio cassettes. In addition, home computer programming languages put the means of game development in the hands of millions of people. This led to another explosion in the degree of complexity found in video games.

As well as graphical adventure games, there were adventures where the gameplay was represented purely as text. One of the earliest was called simply “Adventure”, and was developed in the 1970s on business computers which lacked any kind of graphical output. It was played at universities and colleges all over the world, before being adapted to run on home computers.

Text adventures were able to use the power of the written word to represent situations that the primitive computer graphics of the time were not suited to. In addition, because the player could type complex commands, it was possible to affect the game world in more sophisticated ways than was feasible with the four-way joystick with single fire button that was common at the time.

Hence for a number of years, text adventures led the way in showing what video games could be capable of. Most text adventures avoided violence entirely, encouraging players to find other ways to make progress within the game universe. Characters other than the player-controlled protagonist were commonplace, and they soon began to exhibit their own programmed personalities and act according to their own distinct goals. For the first time, games began to feel comparable in complexity to more established artistic genres; a text adventure game could feel like you were actually in a novel.

As the worlds modeled in the games became larger and more complex, many players began to find that exploring and mapping the world was an enjoyable and entertaining activity in and of itself. Games began to be advertised on the basis of how large they were and how many different locations they featured.

The death of the arcades and the rise of 3D

Meanwhile, the shoot-everything approach of arcade video games had run into a dead end, and the industry had collapsed. There were lean times for consoles too, as the limitations of their low priced hardware prevented their games from competing with those found on increasingly powerful home computers.

By the late 1980s, high resolution color graphics were commonplace on most home computer owners’ machines. This made it feasible to use full 3D color graphics in video games. One influential early 3D game was Wolfenstein 3D, which challenged the player to lead a heavily armed soldier into a maze-like Nazi encampment.

While there had been 3D action and adventure games on home computers as early as 1980, Wolfenstein 3D achieved notoriety for the level of violence depicted. The player was encouraged to kill hundreds of German soldiers, who were seen falling to the ground in a spray of blood. In addition, killing the “boss” at the end of a level resulted in an instant replay of his death. Although the game was controversial (and arguably tasteless), its high speed 3D graphics were groundbreaking, and it won many awards. It also kick-started the video game genre known as the first person shooter (FPS), still incredibly popular amongst Windows gamers.

The makers of Wolf 3D went on to make Doom, which ramped up the complexity of the 3D world. Rather than limiting the player to wandering in 4 fixed directions in a grid-like world, Doom provided the illusion of a true 3D world in which you could move in any direction at any angle. Doom also featured exploration-based puzzles involving locked doors and hidden switches. More controversially, it ramped up the violence level. It was another hit.

Before long, video game developers tried taking the kind of free-roaming 3D graphics popularized by Doom, and using them in story-based action-adventure games. The ultimate aim was to make a "cinematic" game; one that would feel like you were inside a movie.

By the mid 1990s, it was possible to model objects using polygons, and draw them at high speed on screen. This led to games in which both the world and the objects in it were truly three-dimensional. The launch of the Sony PlayStation boosted video game console power, enabling similar feats of programming in console games. But while game programmers could now draw and animate pretty much anything, the complexity of the resulting game worlds now became a major problem.

Next, in part 2: the complexity problem.

Feb 04

When the Xbox 360 came out, it was portrayed as something everyone wanted, the amazing new console that was selling out everywhere. Yet the next week, when I walked into Costco they had a pallet piled high with the things.

When the Wii was launched, it became the console that was really selling out everywhere. But by then, Microsoft had moved on to their new story, that the Xbox 360 was the biggest selling next-gen console.

Except that it isn’t.

If you read the small print on Microsoft’s announced sales figures, you find that they’re not actually lying; but they count a console as sold as soon as it leaves the factory. Sony and Nintendo do the same, but there’s a big difference in how that figure relates to the number of consoles actually sold to gamers.

If you walk into any electronics store, you’ll probably see several dozen Xbox 360s piled up in the main store. You won’t see anything like as many PS3s, and you probably still won’t see a Wii. Think about that. Also, think about the fact that electronics stores don’t actually like to pile expensive items up in the middle of the store inside their boxes; it usually indicates that they’ve got even more piles of the things in storage out back, and have run out of space and are trying desperately to shift them. Have you ever seen a big pile of digital cameras in their boxes in Best Buy? A stack of dozens of Denon receivers in Circuit City? Nope. But you’ve probably seen a big stack of $30 Chinese DVD players on clearance…

Someone has put these observations together with some hard sales data. It turns out that the channel is absolutely bloated with unwanted Xbox 360s. Not only that, the 360 was almost matched for sales by the PS2, except during Halo release month, which is clearly visible as a statistical anomaly. When the release of a single game skews your sales that much, that can’t be a good thing either, can it?

In fact, Xbox 360 sales peaked in 2006. And with the PS3 now having a solid library of good games, I don’t see it improving. Also interesting is the analysis of how the 360 is actually more expensive than the PS3, once you factor in the add-ons to make it equivalent in capability.

Dec 31

The New York Times reports that most people have decided to sit out the HD format war between Blu-ray and HD-DVD.

I’m one of them. I remember DCC vs MiniDisc. MiniDisc won, if by ‘won’ you mean ‘lingered for a few years longer’. I also remember SACD vs DVD-Audio. Both of those lost, in that even people who have DVD players capable of playing DVD Audio (like me) typically don’t bother to hook them up to support it (like me). I saw an SACD player in someone’s house at Christmas, but it was being used as a CD player.

As the guy from Sony admits, the improvement from DVD to HD is pretty marginal unless your TV is 40″ or greater. This seems to match my conclusions from comparing 1080i OTA HDTV to upscaled DVD on our TV.

Then there are the downsides. The most obvious being the sluggish performance. For Blu-ray, typically it takes 30 seconds after hitting the power button before the disc tray opens; 30 more seconds after inserting the disc before you see menus. Of course, that’s the optimistic case, it can be much worse. Assuming it actually works at all. And to think I get impatient waiting 10 seconds for my DVD player.

Then there’s region encoding. I like being able to buy UK TV shows and movies legally and watch them, and I’m not prepared to go back to having a disc player that’s limited to US releases. So I’m not buying Blu-ray until region-free players become available.

Then there’s ripping video. Sure, it’s kinda specialized, but as iPods and portable video players and video-capable phones become more commonplace, it’s increasingly appealing. I did consider ripping some TV shows to watch on my BlackBerry on the plane this Christmas.

So as far as I’m concerned, wake me when the war is over and I can get a player that plays the winning format, in all regions, for under $300. Until then, I’m not interested. Even if I get a PS3, I can’t see myself buying any Blu-ray discs.

Nov 07

Quote of the week:

“Draw envious looks when you carry your Cyber-shot® W and T Series digital camera in the understated and elegant LCS-TWA/T carrying case.” –SonyStyle.com

Just be careful someone doesn’t snatch it.

Jun 07

Experience how much Blu-ray sucks, without spending $1,000 to do so.

And that’s after installing the mandatory firmware upgrade to reinforce the DRM.

Mar 15

Perhaps the kidney stone in the urethra of Nintendo’s supply chain is finally passing, because Wii is now starting to appear in stores. Controllers are readily available, and I managed to put in an order on Toys”R”Us’s web site during one of the 6 minute periods when the console was in stock. So, hopefully in a week or two we’ll be Wii-ing.

Ironically, I finally saw screen shots of a couple of PS3 games that interest me: Ratchet and Clank: Tools of Destruction and LittleBigPlanet. And if Fatal Inertia ends up being disappointing, Sony are working on a real Wipeout for PS3. So I’m fairly optimistic that there will be a good reason to buy a PS3 some time before Christmas.

But right now, I’m much more interested in Zelda, Super Paper Mario, WarioWare, Elebits, Kororinpa, and Prince of Persia: Rival Swords (since I skipped Two Thrones). I also plan to visit some of the GameCube’s back catalog; the cube has been sitting idle since I failed to get component video to work, but the Wii should solve that problem.