How To Burn Ps3 Games To Bd Rx
Everything you need to know about the latest smartphones, tablets, smartwatches and more.
For our review of the Samsung JS8500 SUHD TV, we calibrated the TV starting with Movie mode, which gave great picture settings by default. This will be great for TV shows, sports, and movies. For gaming though, you will want to turn on game mode under System - General to lower the input lag. If you find our settings too dark for your taste, increase 'Backlight'. This won't mess up the calibration. Just don't touch 'Brightness'. 'Color Tone' 'Warm2' was closer to D6500k, but if you find the colors too red/yellow, try something cooler.
'Digital Clean View' is good for cable TV, but you shouldn't turn it on for Blu-rays, because it softens the pictures a little bit. If you want to benefit from the wider color gamut of this TV, set 'Color Space' to 'Native'. The basic settings we recommend will work well for UHD Blu-rays. We can't calibrate the color, though, as doing so would require that the TV be able to completely fill the wider color gamut (DCI P3 or Rec.2020) UHD Blu-rays use. The is not capable of doing so.
In addition to using our basic settings, you should also do the following: • Set 'Color Space' to 'Native' or 'Auto' • Enable 'Smart LED' • Enable 'UHD Color' for the input to which your player is connected. Performing those steps will get you the wider range of colors, brighter highlights, and better color detail of UHD Blu-rays. Most of the new 'Ultra HD Premium' specs are aimed at HDR.
Here are the requirements of the new standard and what the currently support. Minimum resolution of 3840x2160: Yes 10-bit color depth: Not yet tested Minimum of 90% of P3 colours: Yes (91.7%) Minimum dynamic range of 1000 nits peak brightness and less than 0.05 nits for black OR 540 nits peak brightness and less than 0.0005 nits for black: No, but close (526.9 nits peak brightness and 0.030 nits for black). As a side note, we still don't know how the minimum dynamic range will be calculated by manufacturers (for example, if they will use extra processing, like local dimmimg, to get there). Indeed, there was no clipping on our at max contrast. However, it is very hard to have a flat gamma curve when you max out the contrast.
So usually, we start our calibration at max contrast and try to make the gamma curve flat via the white balance settings, but if we can't achieve it, we reduce contrast until it is possible. 'MPEG Noise Reduction' will not show on every type of compressed media.
It is meant for the old MPEG codec, like found on DVDs or the very old internet videos. Leave it off.
'Auto' color space is more accurate for normal content, because currently the content meant for higher than Rec709 is very rare. The exact colorspace calibration varies per unit, so copying ours won't necessarily give you more accurate one, but you might try it just to see if you like them better. This is a personal preference, so try them and see what you prefer. 'Smart LED' is the local dimming feature. The is edge-lit, so it doesn't affect the picture significantly, but it could help producing better blacks in some scenes.
'Cinema Black' is also local dimming, but meant to only affect the letterboxed bars in 21:9 movies. Turning it on will produce better blacks in the bars, but it will also slightly darkens the top and bottom edge of the movie. As for the sound settings, it really depends on your room layout so it is difficult to recommend something. I am using this Samsung TV along with an Xbox one and a Sony HT-CT150 3D Sound Bar System. Regardless of what type of Sound Bar System I have, just know that I am using an ARC connection directly to my TV and then plug all external devices into the Soundbar's Subwoofer. My Comcast cable box is going directly to my Xbox One. Here is how I currently have it setup and I am experiencing one small problem.
TV (ARC) from Sound Bar Subwoofer to HDMI4 (ARC) in TV. Xbox to one of the HDMI ports (DVD) on the Sound Bar Subwoofer, Chromecast in another one of the HDMI ports (BD) on the Sound Bar Subwoofer and then finally the Comcast Cable Box to the Xbox One. These connections seem like they are my only option but I would like to know your thoughts.
Because when I first turn the TV on the Sound Bar's source input always goes to TV (ARC) by default because the Samsung TV assumes it should be TV, but I prefer it goes to DVD for the Xbox sound since the Xbox picture shows by default. Free Download Tekken Blood Vengeance Full Movie Sub Indo there. I'm wanting to use this for my HTPC. Do I need to add all those settings to the TV or should I set 'Device Type' as 'PC' and leave everything?
It seems like all those settings really slow down the TV so much that there is bad lag from my receiver. I thought that HDMI was able to automatically sync the audio and video? How can I do this without manually adjusting (e.g.
My HTPC cannot output 2160p yet -- 1080p is the maximum resolution. This is OK with me since I usually only watch Blu-ray, which is 1080p@24p bt.709 and 4:2:0, all of which my PC and TV support. When Ultra HD Blu-ray comes out end of the year, I'll look into getting a graphics card that can output 4K@60Hz, then I can turn on UHD color for 10 bit 4:4:4. My HDMI 1.4 should just work right?
This would mean I would rely on Samsung proprietary scaling methods before outputting 4K myself and upscaling with open source algorithms. Let me know your thoughts on the audio delay. I think it's setup with Anynet and RIHD correctly. Use PC, and then copy all of our settings, with the exception of 'Sharpness,' which should be set to 50. You should also set the backlight to whatever looks best in your setup. Don't worry about anything that is grayed out. And yes, you'll be fine to output your video with HDMI 1.4 and let the TV upscale.
It won't look any more detailed, but it will fit your TV the way it should. Finally, if using those settings above don't work to fix the problem, using the lip sync option on either the TV or the receiver would be your best solution. It looks like a connection problem.
If you don't have the same issues with the PS3 then it isn't likely something to do between the receiver and the TV. Try to connect the set top box directly to TV and see if the problem persist. If so, you have a either a problem with the HDMI cable or the set top box. Try a different HDMI cable (the one you use for the PS3). For your cable box troubleshooting, look for a similar issue in the troubleshooting section of the user manual or contact AT&T customer service.
If you don't have the same problem when connected directly, try to connect the cable box in a different HDMI ports on the receiver (still with the HDMI cable of the PS3 to eliminate the possible issue). After doing those tests, you should be able to tell where the problem is coming from and hopefully, be able to fix it. Recently purchased a 55' Samsung and your website was instrumental in my decision making.
Love the site. My question is regarding calibration. Your settings worked pretty well for me aside from the fact that I felt Warm 2 was too yellow on movie mode and when watching football I felt that the red details on some uniforms looked a little pink. CNET has different calibration settings than this site and there are several settings on AVS forums that differ from both of those. I haven't tested anyone else's settings and I know every set is different but I really would like the most precise and natural color settings possible. I hate the thought of paying someone to come calibrate the set.
Should I look into a calibration DVD? I have made small tweaks and I'm thinking off resetting everything because I really don't know exactly what I'm doing on my own. Thanks again for everything.
I have a 55'. Have not yet used your calibration settings, but intend to. I did read through them and all the Q&A's, but did not see anything on picture size. The available options seem to be 16:9, Zoom, Custom, 4:3. When viewing most, if not all cable stations through HDMI connection, none of the picture size options appear correct.
All options appear 'zoomed' and not 'fit.' In news type programming, top & bottom banners and tops of heads are cut off. In sports programs, the scoreboard banners are cut off. Left and right appears clipped, but not as much. How do I correct this?
Is there any way to test (using calibration chart files, since there are no UHD discs yet) how close these particular Samsung sets calibrate to the 10 bit DCI-P3 color gamut? This is the spec for upcoming UHD Blu-ray discs (yes, it's in a Rec 2020 wrapper for forwards compatibility, but the studios should mostly be using DCI-P3 color and flagging the signal as such since that is the current cinema DCI master spec).
Samsung claims HDR support as well, but do we know which HDR format they're working off of? Basic SMPTE HDR or even Dolby Vision standards and how many NITS the sets can reproduce?
There are a few HDR formats the BDA has allowed for UHD Blu-ray. Verify that your 4k Netflix plan is active by going under 'Settings'. The plan you have subscribed to will be listed on that screen. If it isn't, try to reload Netflix ('Settings - 'Get Help' - 'Reload Netflix'). Search for 'House of cards'.
This series is available in 4k and 'Ultra HD 4k' should be written under the title. Start playing it and press the 'Info' button on the remote. The resolution sent by Netflix will be displayed at the top left corner of the TV and should go up to 4k after maybe a minute after the show has started. Contact Netflix customer support if any of the above isn't right. Trying to connect your TV with an ethernet cable directly to your router is also a good test to eliminate any wi-fi issues.
Will be able to tell if you get the full internet speed you should get.
By Published The is alive with reports that PlayStation 3 is set to be beefed up with the release of a new Cell co-processor, based on a recently unearthed patent application located. However, such reports appear to be a combination of wishful thinking and a fanciful interpretation of the paperwork released by SCE. The patent itself is pretty much self-explanatory: Sony is looking to protect the means by which it plans to interface multiple 'mini-Cell' processors for potential workstations, home PCs - and yes - games consoles.
In the example application given in the patent documentation, the CPU itself consists of a single PPU main processor, just like the PS3, but only has four SPUs - one of which is dedicated to encrypting and decrypting the traffic across the bus to the other 'mini-Cells'. The notion of multiple Cells working together in a distributed computing network is nothing new. In fact, it was one of the core philosophies of PlayStation architect Ken Kutaragi, and he discussed it at length during the run-up to the PS3's launch. He envisaged a world where multiple Cell-based devices could talk to each other and create a giant super-computer network. This 'new' patent simply seems to be a technical explanation of how, potentially, Cell-based systems could communicate with one another. Traditionally, Sony doesn't exactly go out of its way to obscure patents related to the PS3, as the recent demonstrated - the invention being discussed there was clearly and obviously talking about Sony consoles past and present.
Tellingly there is no real mention of the PS3 specifically in this new submission. Combine this with the technological and commercial realities and the notion that this patent will result in a direct PS3 upgrade is tenuous to say the least. However, this is not to say that the PS3 is not capable of distributed computing along the general lines laid out in the patent. Indeed, enough of Ken Kutaragi's vision remains in the final PS3 design to make the concept a reality, and there have already been at least two public demos showing the idea at work. Back in 2005, Kutaragi's notion for distributed computing relied on the Cell units being able to transmit and receive data to one another quickly and easily. This manifested in the final PlayStation 3 in the form of the gigabit LAN port on the rear of the unit. This was seemingly a hugely over-engineered solution to a very basic problem: in this case, hooking up a PS3 to a router.
It's safe to say that the real reason for its inclusion was to connect the console to other computers for the rapid transfer of data. The ultra-fast (but not very good) is probably the only major use found for the theoretic maximum 128MB per second bandwidth the gigabit LAN port offers, outside of PS3 game development. However, the recently revealed PS2 'upgrade' patent - which essentially sees a hypothetical PS2 chipset attached to the PS3 - also uses the superior gigabit bandwidth to transfer across the video output of the adaptor. However, we have seen two viable, working tech demos from none other than Polyphony Digital which suggest that Kutaragi's distributed computing dream could manifest in some form in PS3 games.
Back in October 2008, surfaced showing the game running at 3840x2160 on a massive, so-called '4K' display. Another demo showed GT5 running at the conventional 1080p resolution, but this time operating at a staggering 240 frames per second.
The secret behind this achievement? Distributed computing: in this case, GT5 was running across four PS3s, synchronised and talking to each other using the gigabit LAN port. Download Save2pc Pro 3.60 Full. Polyphony Digital's diagram on how it used four PlayStation 3s to increase frame-rate in a special Gran Turismo 5 tech demo. In the case of the 4K resolution demo, each console updated a quarter of the screen at 1080p and outputted it at 60Hz.
With the 240FPS demo, the consoles again ran at 1080p60 but on a 4.2ms delay cascade from one console to the next. The only thing stopping this demo working at home - assuming you have a 4K or 240Hz projector/screen - is the use of an additional piece of kit that merged the four HDMI outputs before presenting them to the bespoke display. But to invoke the title of this piece, in theory multiple PS3s could indeed be networked together to achieve a superior gaming experience. The same basic principle Polyphony used could be employed - the same code on each console could be run simultaneously, with each PS3 producing a different video output based on the same scene. The 'slave' PS3 would beam across the frame it has created to the 'master' console via LAN, which would make use of both rendered frames and output the result over HDMI. A 720p30 game could then run at 720p60, or a stereoscopic 3D game could have each individual viewpoint rendered by each console, meaning 3D without the kind of compromises we've seen on many of the titles released to date.
The only limitation here is the amount of bandwidth that can be squeezed out of the gigabit LAN port. Its 128MB per second throughput is the theoretical maximum, and 720p60 at the native 24-bit RGB of the HDMI output is around 150MB/s. However, 720p30 should be a comfortable fit.
1080p could be achieved with compression - though this, and indeed the process of transmitting the data across the port to begin with, could add latency. Whether we'll ever actually see anything like this is unlikely. Running the same game across two PS3s for an enhanced experience would have ultra-limited appeal and would represent a marketing nightmare - though conceivably, more people have two PS3s than own a 3DTV. It's just as wacky as the notion of upgrading the PS3 via bolt-on CPUs. A far more effective boost would be achieved via a RAM and/or GPU expansion - though the lack of expansion ports would be something of an insurmountable problem here. If there's one area of the PS3 where there's a surfeit of power, it's in the existing CPU: four years on from release, the PS3's Cell remains a processing powerhouse and there is no real need for this part of the console to be enhanced at all for current-generation games. There's also a more fundamental question: where would such an adaptor plug in, exactly?
Cell's internal communications bandwidth is in the region of 50GB/s. Communicating with an external secondary processor with a miserly 128MB/s via gigabit LAN isn't going to cut it. Over and above that, the advantages such an expansion would offer would not dramatically improve the games we're playing today - innovations such as Kinect and Move fundamentally affect the gameplay experience in a way extra processing power on its own is unable to match. With Ken Kutaragi having departed Sony and Cell development having slowed down somewhat in recent years, it is difficult to imagine what part the innovative architecture has to play in any future console, aside from improving the chances of PS3 backwards compatibility. However, at the very least, the existence of this recent patent application suggests that SCE's engineers are, at least, still investigating the latent potential of the Cell tech.