Thursday, September 28th 2017

Marseille Commercializes the mCable Gaming Edition: HDMI-embedded Anti-Aliasing

Marseille has introduced what they call the mCable Gaming Edition, an HDMI cable that promises to mitigate aliasing problems of 3D rendering - particularly in games. This may sound like those snake-oily audio and HDMI cables that strut the usage of rare metals like gold or silver, or even something as exotic as diamonds, as a way to improve transmission quality. In marketing talk that might elicit memories from those other less than recommendable products, Marseille are saying their mCable provides "Contextual anti-aliasing, adaptive resolution scaling, high frame rate support (up to 120 FPS @ 1080p), and sub-1 ms lag".

However, apparently, there's slightly more than meets the eye to the Marseille mCable: it features a picture co-processor that applies a post-process anti-aliasing algorithm to the image before it is presented on your screen. And they say it does so without any load on your graphics card. Granted, this might be secondary for us PC users, since we now have access to some "free" post-process AA methods, like FXAA, which mean the performance impact isn't as much of a concern. However, I think fondly of my XBox 360 exclusives that can now be played through backwards compatibility, remember the jagged edges I used to see while gaming, and think: man, if this was true, I'd have loved this.
Now yes, I stood extremely skeptical of this piece of tech; really, free AA via HDMI? The interesting part here is that PC Perspective's Ken Addison thought so too, until he put the Marseille mCable through its paces. The connectors do feature source and output-specific ends - which would be rendered (eh) important, considering the existence of an image processor. His testing with Hitman, Rise of the Tomb Raider, and Unreal Tournament 2004 show, beyond doubt, that there is some AA magic happening through the Marseille mCable compared to regular HDMI cables. Likewise, their testing found that there was also no additional lag introduced by the image processor. The mCable also requires being connected to a USB port for extra power, though, so keep that in mind.
Ken tested the cable in the best environment possible -the PC - where we can control whether or not AA is being used in the rendering pipeline or not. This is the best way to test Marseille's claims; however, and this is the way the company markets its mCable, it would be much better to pair these HDMI cables with your gaming console of choice; particularly for games being rendered in 720p or below 1080p. Free AA to clean up those jagged edges on my favorite games? Sounds too good to be true. But apparently, it isn't. The Marseille mCable does cost in greenbacks what it doesn't cost in processing power, though, with a 3-feet (30 cm) version being available for $119; 6-feet (182 cm) and 9-feet (274 cm) are also available for $129 and $139 respectively.
Sources: Marseille mCable Product Page, PC Perspective
Add your own comment

32 Comments on Marseille Commercializes the mCable Gaming Edition: HDMI-embedded Anti-Aliasing

#26
evernessince
RejZoRIt's not scaling. That would affect ALL edges. We can clearly see it's doing some sort of edge detection because some things are hardly filtered, which shows problems detecting edges. Which is a typical problem with post processing methods (like FXAA, MLAA and SMAA) that have no depth information (Z Buffer) and are done purely on 2D output image.

Would be interesting hooking up PlayStation 2 through PS2 to HDMI adapter using this cable. PS2 has low resolution, so this could help quite a lot.
Or, ya know, just run a damn PS2 emulator with AA on. Save yourself $100 too.
Posted on Reply
#27
Shihab
Prima.VeraActually the answer is fairly simple? Is this AA only used on the 3D games or is used all the time, even on 2D scenarios, like movies, etc? If is used everytime, then naturally is using Supersampling to double(triple?) the resolution and then scale it down. This is good, since it also makes the movies look a little better too (in theory).
If the AA is only used in 3D games, then obviously is just a filter applied on the final image, something like SMAA or FXAA, but I doubt it tbh...
Supersampling works because the sampler (renderrer) can generate more data (pixels) to be used for the process. Anything beyond the final framebuffer (heck, perhaps even earlier than that) cannot do the said data over-generation. It can extrapolate the extra data, but that would be pointless since all that would do is blur the image further.

The edge detection/sharpening theory sounds the most plausible.
Posted on Reply
#28
Prima.Vera
ShihabyoooSupersampling works because the sampler (renderrer) can generate more data (pixels) to be used for the process. Anything beyond the final framebuffer (heck, perhaps even earlier than that) cannot do the said data over-generation. It can extrapolate the extra data, but that would be pointless since all that would do is blur the image further.

The edge detection/sharpening theory sounds the most plausible.
in this case I meant that the small chip is actually re-sampling the video stream to 4K for example, and output it to 1080p or the original source size, basically using very little processing power and delay.
Posted on Reply
#29
Slizzo
Oddly enough, Linus just posted a review on this cable yesterday. It's not snake oil!

Whether it's worth the $150 is of course up to you guys.

Posted on Reply
#30
Shihab
Prima.Verain this case I meant that the small chip is actually re-sampling the video stream to 4K for example, and output it to 1080p or the original source size, basically using very little processing power and delay.
That's the thing, you can't generate true 4k video out of an already rendered 1080p one. What you can do is guess the extra pixels, but any method you use for that (save for straight forward nearest-neighbor, which would be redundant to use) would introduce blurriness that would absolutely kill detail in the picture, even before we get to downscale it back to display resolution.
We are talking about chaining two lossy processes for negative gains.
SlizzoOddly enough, Linus just posted a review on this cable yesterday. It's not snake oil!

Whether it's worth the $150 is of course up to you guys.
I think the question we should be asking here is whether whatever technique used in this cable can be implemented in software, or even incorporated directly to drivers. Freesync/Gsync kinda scenario.

Very informative video, though. The cable does remove the jaggies well, but on the other hand, it amplifies temporal aliasing. And boy, does it screw up colours!
Posted on Reply
#31
willvx
Vayra86Given the very small amount of change I see in the higher resolution comparison (in all fairness, even when I start comparing pixels fully zoomed in on that one, I'm not really seeing it) of Hitman there, I get the impression this is mostly valuable for really low res source material, such as 480p and 576i.

It really was too good to be thát true I guess. It looks like the processing is not a true AA, but just a rounding method for jaggies, or put bluntly, a very expensive edge blur filter.

There's also a noticeable contrast increase there.
Can't see it? Maybe you need some glasses, no offense. There's definitely a difference there in the Hitman comparisons. Look again.
Posted on Reply
#32
Vayra86
willvxCan't see it? Maybe you need some glasses, no offense. There's definitely a difference there in the Hitman comparisons. Look again.
Well, my comment reflects what Linus could see too, heavily reduced effect at higher res and greatest benefits at 720p and lower. So, I think I'm fine ^^

Sure, you could probably find a set of pixels on the screenshot that are actually different, but to call it vastly improved or even 'visibly improved' in the case of Hitman, no. Look at the curb of the street in the back, for example. The most obvious jaggies, and the most disruptive ones, remain.

But yes, with 3/4x zoom on top of the monitor, its distinguishable. I just dont watch my content that way. It still is impressive dont get me wrong.
Posted on Reply
#33
Slizzo
Vayra86Well, my comment reflects what Linus could see too, heavily reduced effect at higher res and greatest benefits at 720p and lower. So, I think I'm fine ^^

Sure, you could probably find a set of pixels on the screenshot that are actually different, but to call it vastly improved or even 'visibly improved' in the case of Hitman, no. Look at the curb of the street in the back, for example. The most obvious jaggies, and the most disruptive ones, remain.

But yes, with 3/4x zoom on top of the monitor, its distinguishable. I just dont watch my content that way. It still is impressive dont get me wrong.
It's great for people with PS3, Xbox 360, Xbox One and PS4 running on 1080p TV screens with content that isn't true 1080p.
Posted on Reply
Add your own comment
Jan 19th, 2025 14:36 EST change timezone

New Forum Posts

Popular Reviews

Controversial News Posts