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33rd Meeting: by teleconference, CH, January 2024 2024-01-25 19:00
BoG on gaming content compression
Abstract
This report summarizes the discussion during the BoG on gaming content compression established during the JVET-AG meeting.
JVET-AG0331 BoG on gaming content compression [S. Puri, J. Sauer, R. Chernyak, A. Duenas, L. Wang]

This report summarizes the discussion during the BoG on gaming content compression established during the JVET-AG meeting.

The first BoG session was conducted on Jan. 24, 11:20-12:20 (UTC).

AHG15 on gaming content compression was established at the 32nd JVET meeting. Mandates of this ad hoc group were:

  • Identify gaming content application scenarios and their requirements for codec operation.
  • Identify and characterize required types of content; solicit contributions, collect, and make a variety of gaming content available, in coordination with AHG4 and AG 5.
  • Propose test conditions appropriate for gaming applications.
  • Evaluate JVET test models (such as ECM, VTM, NNVC, etc.) under the proposed test conditions.
  • Investigate possibilities to enhance compression capability for gaming content.

Testing conditions for gaming content

This section describes simulations’ setup that was used within AhG15 prior to the meeting.

Anchor: VTM-11ecm11 (https://vcgit.hhi.fraunhofer.de/ecm/ECM/-/tree/VTM-11.0ecm11.0)

Test: ECM-11.0 (https://vcgit.hhi.fraunhofer.de/ecm/ECM/-/tree/ECM-11.0)

Configurations: AI/LDB/LDP

Testing conditions: JVET CTC with QP set [27, 32, 37, 42]

Content: 5s; TBD

Extra parameters: with and without ClassF cfg file

Discussion on using classF config:

  • One expert suggested not to use CSGO sequence as it is relatively simple
  • ClassF config has only high gains for very simple sequences
  • One expert commented that classF runtime increase could be due to individual tools. Suggested to investigate each tool separately
  • It was commented that classF seems to work least well for sequences needing high rates
  • Surprising that CSGO works well with classF, as the selected segment of the sequence had a lot gameplay and not menus
  • Proposed to take best and worst results out of consideration
  • It was commented that classF was tested to see if sequences behave more like natural or screen content, not to investigate classF/SCC tools. It was suggested not to use the classF config.
  • In LDB results, some encoder runtimes seem decreasing with classF config. This is likely an artefact in result processing due to some missing simulation results
  • It was commented that LDB is the most important config for gaming content compression and its desirable to be able to encode fast, i.e. avoid runtime increases
  • It was commented that for sequences that one proponent simulated runtime increases were consistent around 20% when enabling classF config

Decision: Do not use classF config for further investigation of gaming content compression. Any tools that may bring gains including classF elements can be suggested to be included in test conditions in the future by bringing test results for said tools.

Discussion on reporting results template:

What to include in spreadsheet?

So far used spreadsheet based on JVET-U0127. It targets collection of info on many candidate sequences.

Build on this?

Could add:

  • YUV PSNR 10-1-1
  • Relative encoder / decoder runtime
  • Others?

Switch to sheet based on JVET CTC sheet instead?

Two experts suggested to use CTC test sheets as basis.

Decision: Use the JVET CTC sheet as the basis.

Discussion on tested QPs:

Question was raised if quality range for current QPs (27-42) is adequate for this content.

One of the outputs of BoG should be mandates for next AhG group. Suggested to have new mandate: Solicit contribution from industry on typical bitrate/quality/resolution used for gaming content compression.

It was commented that Nvidia GeForce NOW uses transmission settings of

Mbps

Resolution

fps

Bit depth

15

720p

60

8

45

4K

120

8

These are production numbers (tuned for lowest latency). It is expected that reference software default settings would require less rate, but is not suitable for real-time operation.

It was commented that results for some sequences have quite low PSNR numbers (26, 27), but there were no artefacts visible in a simple visual examination.

Input documents discussed

JVET-AG0302: AHG15: Description of gaming content sequences proposed by Huawei

This contribution proposes 5 new sequences to be used for the study of gaming content compression by AHG15. A short description for each sequence is provided in this document. A copyright notice is part of this contribution file and also attached ty o the file source.

The sequences have been uploaded to the jvet ftp server. They are available at:
ftp://jvet@ftp.ient.rwth-aachen.de/ahg/candidates/JVET-AG0302

Particular format for auxiliary information for depth, optical flow and camera parameters was proposed.

Discussion:

It was commented that DesertTown1 seems the most interesting/challenging of these sequences

Auxiliary information for gaming sequences

Various additional information may be available from the gaming engine. This can include:

Type

Format

Used in

depth map

per-pixel, 14 bit

JVET-Y0041

optical flow

quarter-pel

JVET-Y0041

camera information

4x4 array, 32bit

JVET-AF0187

depth map

per-pixel, 32bit

JVET-AF0187

motion vector

per-pixel, 32bit

JVET-AF0187

camera information

4x4 array, 32bit

DesertTown/ Sun_Temple when released

depth map

per-pixel, 32bit (R32)

DesertTown/ Sun_Temple when released

motion vector

per-pixel, 2x32bit (R32G32)

DesertTown/ Sun_Temple when released

albedo texture

per-pixel, 4x8bit (R8G8B8A8)

DesertTown/ Sun_Temple when released

normal map

per-pixel, 3x32bit (R32G32B32)

DesertTown/ Sun_Temple when released

Discussion:

Which auxiliary data is desired?

Of particular interest are:

  • Depth
  • Motion Vector
  • Camera Information

InterDigital offered to convert provided depth map and optical flow to same format as Huawei. It is suggested to also convert Huawei format to InterDigital’s format and provide both at this point. InterDigital can also provide camera information.

Comment: How will 4x4 camera matrices be stored? It is suggested to use a json based format.

Other forms of auxiliary data that could be studied in the future are:

  • Albedo
  • Specular
  • Normal
  • Roughness

Suggested sequence segments for collected sequences

Of each sequence a segment of 5 seconds was selected for encoding for January meeting. This data should help identifying the most interesting sequences for a new class of gaming content sequences.

The table below lists the selected segments for each sequence. Note that for some sequences more than one potentially interesting segment were identified. The collected simulation results can be found in JVET-AG0015.

Sequence name

Frame count

Frame rate

Bit depth

Start frame

End frame

Level1

600

60

10

0

299

Darktree

600

60

10

300

599

ArenaOfValor

600

60

8

0

299

ARPG

600

60

8

100

399

DesertTown1

600

60

8

200

499

DesertTown2

600

60

8

150

449

Sun_Temple1

600

60

8

40

339

Sun_Temple2

600

60

8

50

349

CSGO

3600

60

8

1100

1399

DOTA2

3600

60

8

1734

2033

EuroTruckSimulator2

3600

60

8

1000

1299

Fallout4

3600

60

8

600

899

GTAV

3600

60

8

300

599

Hearthstone

3600

60

8

3099

3398

Minecraft

3600

60

8

600

899

Rust

3600

60

8

3000

3299

Starcraft

3600

60

8

2900

3199

Witcher3

3600

60

8

1300

1599

Baolei-Man

600

60

8

300

599

Baolei-Balloon 4K

600

60

8

300

599

Baolei-Yard 4K

600

60

8

60

359

Baolei-Woman

600

60

8

120

419

Jianling-Temple

600

60

8

0

299

Jianling-Beach

600

60

8

0

299

Heroes of the Storm part 1

300

30

8

150

299

Project CARS

300

30

8

0

149

WoW part 2

300

30

8

150

299

Gaming content compression test set and testing conditions

Comments:

Two experts commented: Reasonable to have two sets. Better to be able to distinguish between sequences that have or do not have auxiliary information.

Suggested to add RA, since its faster to simulate. Can be good if LDB not available in time. Also there are some applications, i.e. streaming gaming content.

Suggested to have AhG telco and choose sequences based on RA results. No need to do crosschecks at this point. If there are concrete proposals (e.g. tools) crosscheck will be needed.

Comment: last time used QP 27 to 42. Two proponents also tested QP22, it is not that slow. Suggested to test QPs 22-42. Only one or two rate points very high.

Comment: QPs 22-42 is also used by AhG11, can re-use excel template of them. Template also reports results for 4 lowest rate points (27-42). Can still use it if QP22 is not finished in time.

Comment: simulations should be split between several parties. As there are many candidates (27?). Not reasonable that everyone simulates all.

Question: Do we need LDP?

Question: Do we run 4K sequence for RA. No results for LDB/LDP. Comments: better to run for RA, but not for low delay. Twitch recently also tests 4K streaming of content (RA)

Comments:

  • for lowest latency important. In actual implementation LDP is more used than LDB.
  • Good to use only one to save some resources
  • Agreed to use both of LDP/LDB
  • So far there are no tools exploiting auxiliary information. If tools are developed, simulations results need to be shown with and without the corresponding tool.

Decision:

  • Use QPs 22-42 for AI/RA/LDB/LDP (we also add RA).
  • Simulation work should be split throughout the group.
  • No testing of 4K sequences for low-delay.
  • Use Excel template by AhG11 as it already supports 5 QPs. It shows results for 5 QPs and 4 QPs.

Proposed testsets contains all candidate sequences, but two classes: with (class G1) and without (class G2) auxiliary information:

Class

Sequence name

Frame count

Frame rate

Bit depth

Start frame

End frame

Intra

Random Access

Low-Delay

G1

Level1

600

60

10

0

299

M

M

M

G1

Darktree

600

60

10

300

599

M

M

M

G1

ARPG

600

60

8

100

399

M

M

M

G1

DesertTown1

600

60

8

200

499

M

M

M

G1

DesertTown2

600

60

8

150

449

M

M

M

G1

Sun_Temple1

600

60

8

40

339

M

M

M

G1

Sun_Temple2

600

60

8

50

349

M

M

M

G2

ArenaOfValor

600

60

8

0

299

M

M

M

G2

CSGO

3600

60

8

1100

1399

M

M

M

G2

DOTA2

3600

60

8

1734

2033

M

M

M

G2

EuroTruckSimulator2

3600

60

8

1000

1299

M

M

M

G2

Fallout4

3600

60

8

600

899

M

M

M

G2

GTAV

3600

60

8

300

599

M

M

M

G2

Hearthstone

3600

60

8

3099

3398

M

M

M

G2

Minecraft

3600

60

8

600

899

M

M

M

G2

Rust

3600

60

8

3000

3299

M

M

M

G2

Starcraft

3600

60

8

2900

3199

M

M

M

G2

Witcher3

3600

60

8

1300

1599

M

M

M

G2

Baolei-Man

600

60

8

300

599

M

M

M

G2

Baolei-Balloon 4K

600

60

8

300

599

M

M

G2

Baolei-Yard 4K

600

60

8

60

359

M

M

G2

Baolei-Woman

600

60

8

120

419

M

M

M

G2

Jianling-Temple

600

60

8

0

299

M

M

M

G2

Jianling-Beach

600

60

8

0

299

M

M

M

G2

Heroes of the Storm part 1

300

30

8

150

299

M

M

M

G2

Project CARS

300

30

8

0

149

M

M

M

G2

WoW part 2

300

30

8

150

299

M

M

M

Licenses

Need to clarify.

Comments:

  • Should ask lawyers to be sure. We are not legal experts.
  • Some sequences (e.g. 3GPP ones) have license information. This could be added to the report.
  • It was suggested to add a table similar to the one below to the BoG report. License information should be checked by some lawyers.
  • Can make two tables: sequences + source. Source + license
  • While some sequence have licenses we are not sure we understand the licenses
    • Difficult to do for us (non-legals).
    • Make table stating existence of license information and clarity of license
    • Licenses should be reviewed by some legal expert

Sequence

Source

License information available

Clarity of license information

Level1

InterDigital

yes

Darktree

InterDigital

yes

ARPG

Huawei

yes

yes

DesertTown1

Huawei

yes

yes

DesertTown2

Huawei

yes

yes

Sun_Temple1

Huawei

yes

yes

Sun_Temple2

Huawei

yes

yes

ArenaOfValor

Tencent

CSGO

Twitch/SA4

no (see note below)

DOTA2

Twitch

no (see note below)

EuroTruckSimulator2

Twitch

no (see note below)

Fallout4

Twitch

no (see note below)

GTAV

Twitch

no (see note below)

Hearthstone

Twitch

no (see note below)

Minecraft

Twitch/SA4

no (see note below)

Rust

Twitch

no (see note below)

Starcraft

Twitch/SA4

no (see note below)

Witcher3

Twitch

no (see note below)

Baolei-Man

Tencent/SA4

yes

yes

Baolei-Balloon 4K

Tencent/SA4

yes

yes

Baolei-Yard 4K

Tencent/SA4

yes

yes

Baolei-Woman

Tencent/SA4

yes

yes

Jianling-Temple

Tencent/SA4

yes

yes

Jianling-Beach

Tencent/SA4

yes

yes

Heroes of the Storm part 1

Kingston/SA4

yes

Project CARS

Kingston/SA4

yes

WoW part 2

Kingston/SA4

yes

Note: The Twitch sequences from the table above come with the following copyright statement: “These video game recordings are placed in the public domain. The recordings may contain copyrighted work which can only be used in compliance with fair use.”

Recommendations

The BoG recommended to:

  • Revise testing condition for gaming content compression
    • Add RA
    • Add QP22
    • Use AhG11 excel template (supports 5 QPs)
    • No longer test classF config. Initial tests indicate that gaming content behaves more like natural than like screen content.
    • Complete crosschecks not necessary at this point, but some partial cross-checks would be desirable to increase robustness of the results . But will be needed if new tools are proposed.
  • Define new gaming content test set with two classes
    • Class G1: sequences with auxiliary data
    • Class G2: sequences without auxiliary data
  • Work on auxiliary data
    • converting data to several formats such that all formats are available for each sequence that has auxiliary data
    • add camera matrices to auxiliary data
  • Plan joint telco with AG5 until April meeting
  • Work on clarifying license situation of all sequences
  • Add new mandate: Solicit contributions from industry on typical bitrate/quality/resolution used for gaming content compression.

It is planned to further narrow down the number of test sequences. Most sequences are HD, two are 4K. Those would fall into class G2. Clarify if this class could become a mix of resolutions?

In the end, the classes should not have more than 4 cases each. Needs to be clarified later if the classes would be mandatory in CTC (considering the computational burden).

Licensing needs further checking, clarify if sequences can be copied to JVET ftp. Sequences which would be finally selected for the Gx classes shall be made available in the ftp, to guarantee that they can be accessed in longer term.

It was commented that sequences that would not be selected for classes Gx could later be used as training materials.

Generative face video (AHG16) (4+4)

Contributions in this area were discussed at 0720–0940 on Tuesday 23 Jan. 2024, and at 0605 on Thursday 25 Jan. 2024 (chaired by JRO).

JVET-AG0331 BoG on gaming content compression [S. Puri, J. Sauer, R. Chernyak, A. Duenas, L. Wang]

See section 4.15.

Decisions
Use the JVET CTC sheet as the basis
See section 4.15.
Citation