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Consider that although a given movie format may be supported, this does not mean your specific hardware build has the performance to handle any format at any resolution and frame rate. Please consult on your intentions when designing a project so that we can help designate a build to suit a certain media plan.
Data rate % notes in the following table are expressed relative to the most common encoding style: 8-bit per pixel RGB/4:4:4 .
Most Common Image Sequences
Format |
Description |
Example Data Rate Calculation (1920x1080 @ 30fps) |
---|---|---|
TGA |
Longstanding, common industry format for uncompressed images. Generally encoded at 8-bit per channel RGB. (24-bit/pixel).
VARIANTS: |
[1920 * 1080] px * 30 fps * [8+8+8] b * [1 B / 8 b] * [1 KB / 1024 B] * [1 MB / 1024 KB] ~ 178 MB/s |
32-bit |
[1920 * 1080] px * 30 fps * [8+8+8+8] b * [1 B / 8 b] * [1 KB / 1024 B] * [1 MB / 1024 KB] ~ 238 MB/s |
|
RLE |
Variable |
|
16-bit |
[1920 * 1080] px * 30 fps * [5+5+5+1] b * [1 B / 8 b] * [1 KB / 1024 B] * [1 MB / 1024 KB] ~ 119 MB/s |
|
7th 4:4:4 |
Uncompressed RGB/4:4:4 image data format, most commonly at 8-bit per channel, equivalent in quality and data rate to TGA 24-bit
VARIANTS: |
[1920 * 1080] px * 30 fps * [8+8+8] b * [1 B / 8 b] * [1 KB / 1024 B] * [1 MB / 1024 KB] ~ 178 MB/s |
10-bit, 12-bit |
[1920 * 1080] px * 30 fps * [10+10+10] b * [1 B / 8 b] * [1 KB / 1024 B] * [1 MB / 1024 KB] ~ 223 MB/s (10-bit example. For 12-bit just replace 10+10+10 by 12 support.+12+12) |
|
4:4:4+A |
[1920 * 1080] px * 30 fps * [8+8+8+8] b * [1 B / 8 b] * [1 KB / 1024 B] * [1 MB / 1024 KB] ~ 238 MB/s |
|
RGB-Z |
Variable |
|
7th 4:2:2 |
33% data rate reduction in exchange for 4:2:2 chroma sub-sampling (RGB values are converted to YCbCr representation, full resolution luma/intensity is maintained but essentially chroma/hue component is shared between 2px pairs. 4:2:2 sub-sampling is generally considered the least intrusive form of lossy data compression, because the human eye is generally agreed to be more sensitive to differences in image intensity than hue.)
VARIANTS: |
[1920 * 1080] px * 30 fps * [8*4+8*2+8*2] b / 4 px * [1 B / 8 b] * [1 KB / 1024 B] * [1 MB / 1024 KB] ~ 119 MB/s |
10-bit |
[1920 * 1080] px * 30 fps * [10*4+10*2+10*2] b / 4 px * [1 B / 8 b]* [1 KB / 1024 B] * [1 MB / 1024 KB] ~ 149 MB/s |
|
4:2:2-Z |
Variable |
|
12/10-bit 4:2:2+A |
[1920 * 1080] px * 30 fps * [12*4+10*2+10*2+10*4] b / 4 px * [1 B / 8 b]* [1 KB / 1024 B] * [1 MB / 1024 KB] ~ 238 MB/s |
|
7th 4:2:0 |
Similar to 7th 4:2:2 (8-bit), but a 50% reduction in file size in exchange for deeper chroma value sharing. Essentially the same chroma value is shared between 4px instead of just 2px. VARIANTS: |
[1920 * 1080] px * 30 fps * [8*4+8*2+8*0] b / 4 px * [1 B / 8 b] * [1 KB / 1024 B] * [1 MB / 1024 KB] ~ 89 MB/s |
4:2:0-Z |
Variable |
|
7th YCoCg DXT5 |
A 3:1 flat, lossy data reduction as made popular by the HapQ codec. 8-bit per component. |
Exact calculation beyond scope of this guide, but effectively 33% of TGA / 7th 4:4:4 8-bit) |
7th NotchLC |
A lossy compression algorithm achieving data rate between 5:1 and 8:1 with mild perceived quality loss. Supported as of Delta 2.8+ Note that while NotchLC is currently produced by 3rd party tools exclusively in MOV-wrapped format, this is not recommended for direct playback (as ALL WRAPPED CODECS are not recommended). There is a tool ‘NotchLCTo7th.exe’, included as of Delta 2.8.7+ which will unwrap NotchLC MOVs, decompress any LZ4 compression, and repackage as a .7th image sequence. No further image data is changed, so this process maintains original image quality, and is relatively fast in processing versus a full re-render. Audio track playback and extraction in NotchLC MOVs was not supported until 2.8.12+ by Delta nor NotchLCTo7th.exe. ➢See: MC256 Managing Media for Delta, NotchLC to NotchLC7th utility. |
Variable |
7th 6to1 |
LEGACY. 6:1 compression, lower hardware requirements |
Exact calculation beyond scope of this guide, but effectively 17% of TGA / 7th 4:4:4 8-bit) |
DPX |
Uncompressed, most commonly encoded as 10-bit RGB. Other supported variants: •8-bit RGB •8-bit or 10-bit RGB+A •10-bit YUV/4:4:4 •12-bit 4:4:4 •Little- and Big-endian bit orders •Filled and packed types •V2.0HDR is supported from Delta 2.7 build 7. |
Exact calculations beyond scope of this guide, but loosely closest in data rate to the 7th 4:4:4 of same bit depth. |
Less Common Image Sequences
Format |
Description |
---|---|
Raw YUV 422 |
Raw, single 4:2:2 frames in 2VUY [UYVY] 8-bit format. |
CIN |
Uncompressed, 8/10-bit |
A7S |
8-bit or 10-bit, RGB or 4:2:2 encoding, with optional lossless compression. |
SGI |
Uncompressed 8-bit |
Preview/Utility Only
Wrapped codec formats in these flavors may also be renderable:
MXF, MOV, MP4, LXF, ASF, WMV, DV, MPEG-PS, MPEG-TS, GXF, FLV, AVI, MKV, WebM, HapQ, ProRes, NotchLC.
Audio tracks were not supported in NotchLC MOVs until 2.8.12+.
As well as these additional image sequence formats:
BMP, TIF, PNG, JPG2000, JPG.
The "Record" Tool
The Record tool is a featureset available via the classic playhead "Record" button in the lower left of DeltaGUI. It is a compositional layback tool, in other words it allows you to record out the channel render result of a composed timeline to an image sequence on disk. This tool may also be referred to as the "carving" or "slicing" tool, because is often used to cut a large piece of media into multiple smaller pieces of media for cooperative playback my multiple servers.
This tool is introduced here so that its output format support can be described. The record tool can output to JPG, JPEG2000, BMP, TIF and PNG frame sequence.
Page edited [d/m/y]: 03/12/2024