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- Path: sparky!uunet!mozz.unh.edu!kepler.unh.edu!pss1
- From: pss1@kepler.unh.edu (Paul S Secinaro)
- Newsgroups: comp.sys.amiga.advocacy
- Subject: Re: Future Amiga chipset
- Date: 21 Dec 1992 13:55:55 GMT
- Organization: University of New Hampshire - Durham, NH
- Lines: 42
- Message-ID: <1h4idbINN6v2@mozz.unh.edu>
- References: <n1282t@ofa123.fidonet.org>
- NNTP-Posting-Host: kepler.unh.edu
-
- In article <n1282t@ofa123.fidonet.org> Aric.Caley@ofa123.fidonet.org writes:
-
- >How is the IBM or Mac any better off in this regard? The standard on the
- >IBM is the SoundBlaster. There are other cards but not much runs on them.
-
- It depends on what you are talking about. For games, SB or SB Pro is
- pretty much the standard. But Windows has device-independent sound,
- and many of the new music/multimedia packages are for Windows. And
- those that aren't usually have a broader range of device support than
- your average $59 game.
-
- >> JPEG was intended for still images. Making JPEG work on animations in
- >> real time is a major kludge. Ask anyone who is familiar with QuickTime.
- >
- >Yeah. QuickTime is software. The DMI board is HARDWARE. It uses JPEG in
- >REAL TIME, 30 fps. What more could you want? JPEG compresses more than
- >MPEG will.
-
- This is true. JPEG can easily be used for full screen 30fps
- animations. Virtually all of the chipsets I'm aware of (LSI Logic,
- AT&T, Zoran, C-Cube, etc.) support the necessary bandwidth, and then
- some.
-
- The problem I've heard of with JPEG is that at high compression rates
- you get artifacts that aren't necessarily correlated from frame to
- frame. So you tend to get these wierd-looking artifacts in your
- animations. Things like shimmering fringes around objects, etc. I've
- never actually seen this happen myself, though. MPEG is supposedly
- much smoother as it was designed for motion from the ground up. You
- should also get better compression due to MPEG's interframe
- processing/motion estimation techniques. JPEG treats each frame as a
- separate entity, so it can't take advantage of temporal redundancy
- between frames.
-
-
- Paul
-
- --
- Paul Secinaro
- pss1@kepler.unh.edu
- Synthetic Vision and Pattern Analysis Laboratory
- UNH Dept. of Electrical and Computer Engineering
-