User:Playclever/Sandbox/Full motion video

Full Motion Video (FMV) is a term used to describe video with a sufficient FPS to

FMV in video games
Full motion video has been used in a wide variety of video games. Throughout the 1980s and 1990s, technological limitations meant that the most cost-effective way of displaying movie-quality action was the use of, and interactive movies were developed

FMV Formats
With the popularization of FMV games in the early 1990s following the advent of CD-ROM, higher-end developers usually created their own custom FMV formats to suit their needs. Early FMV titles used game-specific proprietary video renderers optimized for the content of the video (e.g. live-action vs. animated), because CPUs of the day were incapable of playing back real-time MPEG-1 until the fastest 486 and Pentium CPUs arrived. Consoles, on the other hand, either used a third-party codec (e.g. Cinepak for Sega CD games) or used their own proprietary format (e.g. the Philips CD-i). Video quality steadily increased as CPUs became more powerful to support higher quality video compression and decompression. The 7th Guest, one of the first megahit multiple-CD-ROM games, was one of the first games to feature near-lossless quality 640x320 FMV at 15 frames per second in a custom format designed by programmer Graeme Devine.

Other examples of this would be Sierra's VMD (Video and Music Data) format, used in games like Gabriel Knight 2 and Phantasmagoria, or Westwood Studios' VQA format, used in most Westwood games made from the mid-1990s up until 2000's Command & Conquer: Tiberian Sun Firestorm. These video formats initially offered very limited video quality, due to the limitations of the machines the games needed to run on. Ghosting and distortion of high-motion scenes, heavy pixelization, and limited color palettes were prominent visual problems. However, each game pushed the technological envelope and was typically seen as impressive even with quality issues.

Johnny Mnemonic: The Interactive Action Movie, was the first FMV title made by a Hollywood Studio. Sony Imagesoft spent over US$ 3 Million on the title. Instead of piecing together the title with filmed assets from their movie (directed by Robert Longo) of the same name, Sony hired Propaganda Code director Douglas Gayeton to write and film an entirely new storyline for the property. The CD-ROM's interactivity was made possible with the Cine-Active engine, based on the Quicktime 2.0 codec.

Wing Commander III: Heart of the Tiger, for example, was one of the most significant FMV titles made in 1994, featuring big-name Hollywood actors. However, the video quality in the game suffered significantly from the aforementioned problems and at times was almost visually indecipherable. Yet this did not stop the title from earning significant praise for its innovative gameplay/FMV combination. Its sequel, Wing Commander IV: The Price of Freedom, used a similar custom movie codec in its CD-ROM release, but a later limited-volume DVD-ROM release saw MPEG-2 DVD-quality movies that entirely eclipsed the original CD release in quality. A hardware decoder card was required at the time to play back the DVD-quality video on a PC.

An exception to the rule was The 11th Hour, the sequel to The 7th Guest. 11th Hour featured 640x480 FMV at 30 frames-per-second on 4 CDs. The development team had worked for three years on developing a format that could handle the video, as the director of the live-action sequences had not shot the FMV sequences in a way that could be easily compressed. However, this proved to be the game's downfall, as most computers of the day could not play the full-resolution video. Users were usually forced to select an option which played the videos at a quarter-size resolution in black-and-white.

As FMV established itself in the market as a growing game technology, a small company called RAD Game Tools appeared on the market with their 256-colour FMV format Smacker. Developers took to the format, and the format ended up being used in over 3,000 games.

As the popularity of games loaded with live-action and FMV faded out in the late 1990s, and with Smacker becoming outdated in the world of 16-bit colour games, RAD introduced a new true-colour format, Bink video. Developers quickly took to the format because of its high compression ratios and videogame-tailored features. The format is still one of the most popular FMV formats used in games today. 4,000 games have used Bink, and the number is still growing.

The 32-bit PlayStation included a dedicated M-JPEG processing unit which enabled far superior quality relative to other platforms of the time. The FMVs in Final Fantasy VIII, for example, were marketed as movie-quality at the time.

Windows Media Video, DivX, and Theora are also becoming major players in the market. DivX is used in several Nintendo GameCube titles, including Star Wars Rogue Squadron III: Rebel Strike.