- Post
- #231307
- Topic
- Seamless Branching / Multiple Angles
- Link
- https://originaltrilogy.com/post/id/231307/action/topic#231307
- Time
There are three types of interleave:
1) seamless multi-angle in which all paths (angles) have the same time, structure, audio, and subs
2) non-seamless multi-angle in which all paths have the same time, but do not need to have the same structure (a requirement to switch angles seamlessly) , audio, or subs
3) seamless multi-story. The paths are of different lengths, and everything is independant. You cannot switch paths during play, as the path is in the PGC. Within each multi-story path there can be multi-angles, either seamless or non-seamless.
Changing the cell type can work if the player can make the jump before its buffer runs out. All players are required to make certain minimum jumps, and this is the trick to seamless branching (multi-story) - to keep the jumps over the other paths within the distances all players should handle.
And:
Seamless branching is the optional inclusion/exclusion of material. The different PGCs will have different running times. It is very tricky to do, with various restrictions on the amount of material that can be jumped over based on bitrate (basically 30 seconds is the max without getting into really clever "puddle jumping").
You can also look here.