4 ms·
NFS (on both consoles and PC) didn't have any MPEG-encoded videos. See https://wiki.multimedia.cx/index.php/Cinepak https://wiki.multimedia.cx/index.php/Cinepa
by ogurechny 4y ago
NFS (on both consoles and PC) didn't have any MPEG-encoded videos. See
https://wiki.multimedia.cx/index.php/Cinepak https://wiki.multimedia.cx/index.php/Cinepak
https://wiki.multimedia.cx/index.php/Electronic_Arts_TGV https://wiki.multimedia.cx/index.php/Electronic_Arts_TGV
for 3DO and PC video formats, respectively. You can get the original files (ATTRACT[1-3]) from the first link (ffmpeg/mplayer had a decoder for that) or the reencodes someone made from the second link.
https://ia803209.us.archive.org/view_archive.php?archive=/29/items/need-for-speed-se/Need%20for%20Speed%20SE.iso https://ia803209.us.archive.org/view_archive.php?archive=/29...
https://archive.org/details/nfsse-videos https://archive.org/details/nfsse-videos
Oh, and the video itself seems to be from a PlayStation version, judging by the graphics in the end. Then the title should be “1996”, and the hardware decoder for more advanced MotionJPEG-like video could be used.
Edit: Sorry, that's NFS1 Special Edition intro (without Road&Track co-branding).
Before talking about bus bandwidths and video card types, author had to mention that you simply couldn't decode such a complex format on consumer devices at that time, their CPUs weren't fast enough. Back then people used dedicated players with options to trade quality for speed to decode just the MP3 audio files. For video, developers relied on simple codecs with integer math, line/block/area/frame copy/movement/discard operations, and reduced bpp data, like Cinepak, Indeo, and many custom ones. Their metric wasn't the quality level, but amount of frame data that could be updated by decoding CPU in a given time. Everything that couldn't fit got dropped. Some of those allowed to decode at arbitrary locations on arbitrary canvas sizes, and implement screen/region scrolling/updating through the same decoder, if needed.
Game designers could cheat by sticking to highly compressible images. Shots with limited color palette and static (perfectly static) CG backgrounds looked better. For example, all of Cyberia FMV sequences only have 15 fps, but most of the time you don't notice that.