M. Gilden
Canon DSLR Moderator
See- I sort of had the same argument a while back in this very thread, I didn't see any "problem" with my MTS footage natively in CS5, Vegas, or any other Windows-based NLE... and this seemed like basically a fix for the well documented gamma shift that occurs on Apple-based editing systems and Quicktime.
But... that was before PDR explain some things about color spaces that I was not aware of. For Windows users, its not about the gamma shift (as fohdeesha mentioned, one of the advantages of going PC is avoiding QT), however the advantage is about how our editors convert Y'CbCr to RGB (since almost all NLEs and compositing software work with RGB internally).
Y'CbCr holds more values than RGB, supposedly. So, your software is essentially going to down sample to the nearest RGB value that it can, and try to do this in relative real-time (which usually means using the fastest, but not necessarily highest quality conversion, nearest-neighbor).
More on that in this post:
http://www.dvxuser.com/V6/showthrea...b-on-Windows&p=2521418&viewfull=1#post2521418
and his follow up two posts down from it.
If you've ever tried resizing video from HD to SD in your editor and have been disappointed with the way it looks afterwards, you've likely noticed the effects of nearest-neighbor high speed resampling. It doesn't create the smoothest detail. That's why a quick search around here will show you that many folks use an external converter like virtualdub or something that offers a higher quality (albeit far more CPU intensive) resampling method, such as lanczos. I've seen Premiere advertise that with 5.5's CUDA support, the default resampling algorithm is actually lanczos, so I'm not 100% sure how much of this effects strictly editing in Premiere. However, After Effects and other PC applications (even photoshop) are still relying on speedy but crummy looking resampling algorithms, and that appears to be why 5DtoRGB makes a difference.
5DtoRGB supposedly uses lanczos or bicubic, or something much more CPU intensive however of much higher resampling quality than nearest neighbor. That is why the red channel doesn't exhibit the jaggies, and why pulling a key seems so much cleaner. It is possible that blurring the red channel would achieve a similar result, but that doesn't make it the same thing.
I do agree with the baked-in gamma shift, however. I don't think there is much benefit for doing that, unless it is just something that helps with your workflow once you are already using 5DtoRGB for other reasons.
That's why my current opinion of 5DtoRGB on Windows is that it seems to only be beneficial for keying. But I do think that it is doing something.
But... that was before PDR explain some things about color spaces that I was not aware of. For Windows users, its not about the gamma shift (as fohdeesha mentioned, one of the advantages of going PC is avoiding QT), however the advantage is about how our editors convert Y'CbCr to RGB (since almost all NLEs and compositing software work with RGB internally).
Y'CbCr holds more values than RGB, supposedly. So, your software is essentially going to down sample to the nearest RGB value that it can, and try to do this in relative real-time (which usually means using the fastest, but not necessarily highest quality conversion, nearest-neighbor).
More on that in this post:
http://www.dvxuser.com/V6/showthrea...b-on-Windows&p=2521418&viewfull=1#post2521418
and his follow up two posts down from it.
If you've ever tried resizing video from HD to SD in your editor and have been disappointed with the way it looks afterwards, you've likely noticed the effects of nearest-neighbor high speed resampling. It doesn't create the smoothest detail. That's why a quick search around here will show you that many folks use an external converter like virtualdub or something that offers a higher quality (albeit far more CPU intensive) resampling method, such as lanczos. I've seen Premiere advertise that with 5.5's CUDA support, the default resampling algorithm is actually lanczos, so I'm not 100% sure how much of this effects strictly editing in Premiere. However, After Effects and other PC applications (even photoshop) are still relying on speedy but crummy looking resampling algorithms, and that appears to be why 5DtoRGB makes a difference.
5DtoRGB supposedly uses lanczos or bicubic, or something much more CPU intensive however of much higher resampling quality than nearest neighbor. That is why the red channel doesn't exhibit the jaggies, and why pulling a key seems so much cleaner. It is possible that blurring the red channel would achieve a similar result, but that doesn't make it the same thing.
I do agree with the baked-in gamma shift, however. I don't think there is much benefit for doing that, unless it is just something that helps with your workflow once you are already using 5DtoRGB for other reasons.
That's why my current opinion of 5DtoRGB on Windows is that it seems to only be beneficial for keying. But I do think that it is doing something.