Comment by m132

1 month ago

>Before HD, almost all video was non-square pixels

Correct. This came from the ITU-R BT.601 standard, one of the first digital video standards authors of which chose to define digital video as a sampled analog signal. Analog video never had a concept of pixels and operated on lines instead. The rate at which you could sample it could be arbitrary, and affected only the horizontal resolution. The rate chosen by BT.601 was 13.5 MHz, which resulted in a 10/11 pixel aspect ratio for 4:3 NTSC video and 59/54 for 4:3 PAL.

>SD channels on cable TV systems are 528x480

I'm not actually sure about America, but here in Europe most digital cable and satellite SDTV is delivered as 720x576i 4:2:0 MPEG-2 Part 2. There are some outliers that use 544x576i, however.

Good post. For anyone wondering "why do we have these particular resolutions, sampling and frame rates, which seem quite random", allow me to expand and add some color to your post (pun intended). Similar to how modern railroad track widths can be traced back to the wheel widths of roman chariots, modern digital video standards still reverberate with echoes from 1930s black-and-white television standards.

BT.601 is from 1982 and was the first widely adopted analog component video standard (sampling analog video into 3 color components (YUV) at 13.5 MHz). Prior to BT.601, the main standard for video was SMPTE 244M created by the Society of Motion Picture and Television Engineers, a composite video standard which sampled analog video at 14.32 MHz. Of course, a higher sampling rate is, all things equal, generally better. The reason for BT.601 being lower (13.5 MHz) was a compromise - equal parts technical and political.

Analog television was created in the 1930s as a black-and-white composite standard and in 1953 color was added by a very clever hack which kept all broadcasts backward compatible with existing B&W TVs. Politicians mandated this because they feared nerfing all the B&W TVs owned by voters. But that hack came with some significant technical compromises which complicated and degraded analog video for over 50 years. The composite and component sampling rates (14.32 MHz and 13.5 MHz) are both based on being 4x a specific existing color carrier sampling rate from analog television. And those two frequencies directly dictated all the odd-seeming horizontal pixel resolutions we find in pre-HD digital video (352, 704, 360, 720 and 768) and even the original PC display resolutions (CGA, VGA, XGA, etc). To be clear, analog television signals were never pixels. Each horizontal scanline was only ever an oscillating electrical voltage from the moment photons struck an analog tube in a TV camera to the home viewer's cathode ray tube (CRT). Early digital video resolutions were simply based on how many samples an analog-to-digital converter would need to fully recreate the original electrical voltage.

For example, 720 is tied to 13.5 Mhz because sampling the active picture area of an analog video scanline at 13.5 MHz generates 1440 samples (double per-Nyquist). Similarly, 768 is tied to 14.32 MHz generating 1536 samples. VGA's horizontal resolution of 640 is simply from adjusting analog video's rectangular aspect ratio to be square (720 * 0.909 = 640). It's kind of fascinating all these modern digital resolutions can be traced back to decisions made in the 1930s based on which affordable analog components were available, which competing commercial interests prevailed (RCA vs Philco) and the political sensitivities present at the time.

  • > For example, 720 is tied to 13.5 Mhz because sampling the active picture area of an analog video scanline at 13.5 MHz generates 1440 samples (double per-Nyquist).

    I don't think you need to be doubling here. Sampling at 13.5 MHz generates about 720 samples.

        13.5e6 Hz * 53.33...e-6 seconds = 720 samples
    

    The sampling theorem just means that with that 13.5 MHz sampling rate (and 720 samples) signals up to 6.75 MHz can be represented without aliasing.

    There's some history on the standard here: https://tech.ebu.ch/docs/techreview/trev_304-rec601_wood.pdf

  • > Similar to how modern railroad track widths can be traced back to the wheel widths of roman chariots

    This is repeated often and simply isn't true.

    • I based that on seeing the BBC Science TV series (and books) Connections by science historian James Burke. If it's been updated since, then I stand corrected. Regardless of the specific example, my point was that sometimes modern standards are linked to long-outdated historical precedents for no currently relevant reason.

While analog video did not have the concept of pixels, it specified the line frequency, the number of visible lines (576 in Europe, composed of 574 full lines and 2 half lines, so some people count them as 575 lines, but the 2 half lines are located in 2 different lines of the image, not on the same line, thus there are 576 distinct lines on the height of the image), the duration of the visible part of a line and the image aspect as being 3:4.

From these 4 values one can compute the video sampling frequency that corresponds to square pixels. For the European TV standard, an image with square pixels would have been of 576 x 768 pixels, obtained at a video sampling frequency close to 15 MHz.

However, in order to allow more TV channels in the available bands, the maximum video frequency was reduced to a lower frequency than required for square pixels (which would have been close to 7.5 MHz in Europe) and then to an even lower maximum video frequency after the transition to PAL/SECAM, i.e. to lower than 5.5 MHz, typically about 5 MHz. (Before the transition to color, Eastern Europe had used sharper black&white signals, with a lower than 6.5 MHz maximum video frequency, typically around 6 MHz. The 5.5/6.5 MHz limits are caused by the location of the audio signal. France had used an even higher-definition B&W system, but that had completely different parameters than the subsequent SECAM, being an 819-line system, while the East-European system differed only in the higher video bandwidth.)

So sampling to a frequency high enough for square pixels would have been pointless as the TV signal had been already reduced to a lower resolution by the earlier analog processing. Thus the 13.5 MHz sampling frequency chosen for digital TV, corresponding to pixels wider than their height, was still high enough to preserve the information contained in the sampled signal.

  • No, the reason why 13.5 MHz was chosen is because it was desirable to have the same sampling rate for both PAL and NTSC, and 13.5 happens to be an integer multiple of both line frequecuencies. You can read the full history in this article:

    https://tech.ebu.ch/docs/techreview/trev_304-rec601_wood.pdf

    • That is only one condition among the conditions that had to be satisfied by the sampling rate, and there are an infinity of multiples which satisfy this condition, so this condition is insufficient to determine the choice of the sampling frequency.

      Another condition that had to be satisfied by the sampling frequency was to be high enough in comparison with the maximum bandwidth of the video signal, but not much higher than necessary.

      Among the common multiples of the line frequencies, 13.5 MHz was chosen because it also satisfied the second condition, which is the condition that I have discussed, i.e. that it was possible to choose 13.5 MHz only because the analog video bandwidth had been standardized to values smaller than needed for square pixels, otherwise for the sampling frequency a common multiple of the line frequencies that is greater than 15 MHz would have been required (which is 20.25 MHz).

My DVCAM equipment definitely outputs 720x576i, although whether that's supposed to render to 768x576, or 1024x576 for 16:9 stuff.

It still looks surprisingly good, considering.

Yeah. I recently stumbled across this in an interesting way. Went down a rabbit hole. I was recreating an old game for my education[1]. Scummvm supports Eye of the Beholder and I used it to take screenshots to compare against my own work. I was doing the intro scenes and noticed that the title screens are 320x200. My monitor is 1920x1200 and so the ratios are the same. It displays properly when I full screen my game and all it good. However, on scummvm, it looked vertically elongated. I did some digging and found this about old monitors and how they displayed. Scummvm has a setting called "aspect ratio correction" which stretches the pixels vertically produces pillarboxing to give you the "original nostalgic feel".

Notes: 1. https://eye-of-the-gopher.github.io/

Here's some captures from my Comcast system here in Silicon Valley.

https://www.w6rz.net/528x480.ts

https://www.w6rz.net/528x480sp.ts