Originally Posted by Evan E
A thread about 4K discs, then, would be far more relevant.
From what I knew 2 years ago (The PS4 has a HDMI 2.0 port.) yes. In hindsight now that we know Sony is producing a line of HD + HDR TVs and they apparently consider HD + HDR a UHD mode, it could be that only the PRO could have supported UHD Blu-ray.
It looks like there is NO commercial media using the embedded Trustzone TEE in any PS4 at this time. The current APPs are self contained and use the AMD GPU with very little of the PS4 software stack, this creates DRM vulnerabilities....the Fail overflow video below confirms this.
At this time Netflix and Blu-ray are using the APU's GPU for commercial media which creates DRM vulnerabilities.
Sometime around 2010 when OpenGL was chosen to support Browsers and Browsers were proposed as the Desktop UI (The PS4 has a WebGL Desktop.), Microsoft stated that there were overflow vulnerabilities
allowing hackers to crack routines in GPU memory and allow access to the OS; thus the name Fail Overflow below. AMD sometime around 2010 started adding ARM Trustzone as a security processor to APUs and dGPUs. The ARM Tee in AMD APUs and Playready 3 is the answer to these DRM vulnerabilities but it's not used yet.
h.264 video for game streaming or remote gaming travels over a 4 wire PCIe from the APU to Southbridge then out the LAN port. Netflix
at this time is treated as a APU game and does not use any of the Trustzone features. Blue ray player
also does not use Trustzone (@ 34:00) as the video stream is treated just like a Game from the GPU
This is the 2008 GPU DRM for Blue Ray seen in Vista where video is HDCP encrypted in the GPU not the HDMI chip:
Originally Posted by http://www.anandtech.com/show/2622/2
The problem is that the movie studios wanted a way of securing the content between the time the AACS was decrypted and the HDCP encryption took over. Once the AACS was decrypted the encoded movie was sitting in main memory and could be intercepted by any other application, so something had to be done.
The solution was to re-encrypt the data once it was pulled off the disc (I'm not kidding). This time the encryption would be done by the application and decrypted by the GPU itself, creating a protected path that couldn't easily be compromised.
The graphics driver would be able to pass along the encrypted data to the GPU, which would then decrypt and decode it in hardware and then the entire framebuffer would be HDCP encrypted by the GPU before sending it out over DVI/HDMI.
This means game HDR is handled by the APU but HDMI 2.0a negotiation is still forwarded to the APU either through the Southbridge or directly from HDMI to APU.
A move to HTML5 <video> with embedded DRM (MSE EME) be it Playready or whatever will mean a change in Netflix for instance. It will use APIs from the Trustzone block and only the UI will be created in the APU. HDCP 2.2 is already in the Southbridge TEE used for Miracast and Playready 3 so for Media DRM we will see a modern DRM as I have been describing. For HD and UHD Mode media, DRM requires AACS or Playready encrypted will enter the Southbridge TEE and exit as HDCP 2.2 over a PCIe to the Custom Panasonic HDMI chip with HD + HDR the same. This is a DRM requirement in part because the HDMI pins are exposed.
How do we know this change using a TEE is coming? Sony calls the 2013 PS4 UHD capable
and the intellectual notice has Playready 3 listed, both require a TEE for DRM media. Note: 2016 power tests for Media show 80 watts for the 2013 PS4 and 50 watts for the 2016 PS4 Slim (Page 12)
. This is media being processed by the GPU. 2017 tests should have the Southbridge TEE finally used.
Sony UHD players both high end and mass market are coming March 2017 which is when the PS4 4.5 semi annual Firmware update (6 months March-April to September-October) happens. The first PC third party UHD Blu-ray player releases April 17. Google is going to refuse to upload Flash video in favor of HTML5 <video> in April also.
RE: Embedded DRM/HTML5 <video> MSE EME and why it may not have been implemented yet
1) Playready is listed in the 2013 PS4 Intellectual notice,
it's the embedded Playready 3 as Playready 2.5 is a part of the APP and not included in the platforms OS. This line in the Intellectual notice confirms it's Playready 3. "If the device fails to properly enforce restrictions on content usage, content owners may require Microsoft to revoke the device's ability to consume PlayReady-protected content."
If an APP fails to protect content you disable or remove the APP, if the Device fails you revoke the device and all APPs that rely on the embedded DRM fail to work. Playready 3 is going to be required for 1080P and is required for 4k media DRM.
Currently third party apps like Netflix @ 1.13 Gigabyte in size use a DRM embedded in the APP not the device. That would be Playready 2.5 or similar. They do not use the HTML5 <video> MSE EME embedded DRM in the PS4.
2) Playready 3 requires a TEE. According to Cerney, the ARM Trustzone TEE
is in Southbridge. Playready 3 requires HDCP 2.2 and Miracast is now implicit as an output which also requires HDCP 2.2.
HDCP 2.2 requires TPM 2.0 (Trusted Platform Module hardware and routines). Good PDF on TEE video path with ARM Trustzone.
3) WMDRM is also listed in the PS4 Intellectual notice. It's only use is for DLNA DTCP-IP at resolutions below 1080P. It also has not been used yet.
4) The PS4 HDMI chip is a Panasonic custom design but in pictures of the 2013 and 2015 motherboards, the pins and motherboard traces are exposed. This is not now allowed. The video exiting the Southbridge must be HDCP encrypted rather than HDCP encryption taking place in the HDMI chip. Since in #2
above, the Southbridge Trustzone TEE contains hardware and routines to support HDCP 2.2 and the PS4 has a Custom HDMI chip, it's possible to support HDMI 2.0 with a software update. HDMI 2.0 requires HDCP 2.2 but HDCP 2.2 was not mapped to a HDMI port till early 2013 thus everyone assumed the PS4 released in 2013 could not support a HDMI 2.0 port. It turns out that in a Source player it is cheaper and more DRM secure to HDCP 2.2 encrypt in the TEE rather than the HDMI chip.
4a) Sony calls all PS4s UHD capable in the efficientgaming.eu website
This has been partially confirmed
, All PS4s support HDR which for games does not require DRM, it just requires the negotiation of a HDMI 2.0a port which could be limited to 1080P as HDR is independent of resolution but does require Progressive output (480P, 720P, 1080P). HDR for media takes place in the TEE, HDR for games must be added by GPU routines. In all cases including HDCP for HDMI, negotiation must be passed to the TEE and then for game HDR and resolution decisions, provided to the APU.
5) A Software developer is releasing a game @ 1080P 60FPS with HDR which requires a Level A HDMI port spec which can support greater than 1080P @ 60 Hz, possibly 4k... we do not know yet.
6) Playready 3 has not been used by any third party app and the current PS4 media player does not support DRM including DTCP-IP for DLNA. WHY?
If you follow the PC and Windows 10, TPM 2.0 was in the 2015 summer update and TPM 2.0 is not backwardly compatible. 4K and HTML5 <video> embedded (MSE EME) depends on embedded DRM and parts of those embedded routines are part of the Playready 3 porting kit which all modern DRM can use. My cite for the PC having a UHD Blu-ray player April 2017 means all DRM including Playready 3 will be ready for use, at least on PCs, before that date.
It is easier to support TPM 2.0 and Playready 3 on a Game Console and the day after the TPM 2.0 Windows 10 update, the XB1 S was able to support UHD Blu-ray.
Here is the speculation part, Sony is waiting for Vidipath to firmware update the PS4.
1) Sony and Panasonic in UHD Blu-ray PDFs wants to support a UHD Blu-ray digital bridge which requires Playready ND for 1080P and 4K in home media streaming. Microsoft in Playready ND papers mentions Live and DVR streams. These are likely Vidipath streams as Microsoft mentions Playready ND and WMDRM can co-exist and WMDRM is listed in the PS4 Intellectual notice.
2) Sony in 2015 PDFs to the FCC DSTAC has a PS3 receiving Vidipath streamed from a cable box and a Picture of a PS3 labeled PS4 receiving a cable TV stream from a Cable Modem Gateway. Cites show this is coming with the move to all IPTV which requires DOCSIS 3.1 and Comcast is expecting to have 15 million homes with this by the end of 2017. Current X1 DVRs can support Vidipath and with IPTV delivered from a Cable Modem the Cable DVR is at the Cable TV plant.
3) Antenna TV ATSC 3.0 after the Tuner is a codec compressed IPTV stream and requires DRM. It's just like a Cable TV or UHD Blu-ray digital bridge stream.
Finally, the list of Playready 3 supporters includes every Cable TV and Hardware manufacturer. If all platforms use HTML5 and a common DRM (Playready 3) then all video runs through the Playready routines when being played by the HTML5 player so all get parsed for DRM headers and are managed properly. In the home network Vidipath (DLNA + Playready) relies on a Playready common domain so in home all platforms that support Playready can share the media coming from a Cable modem, DVR, UHD Blu-ray player or Antenna TV.
Key here is that all platforms must support Playready 3 for this to work. The wait is for EVERYONE to support HTML5 <video> MSE EME and Playready 3. There is no Vidipath Client at this time
but Comcast and other Cable companies have been supporting Vidipath since July 2015 as required by the FCC .
Sony was in no hurry to release a UHD Blu-ray player and this puzzled everyone. Sony has not implemented UHD Blu-ray on any PS4 and this puzzled everyone. What could be the reason, 1 or 2 below?
1) UHD Blu-ray coming to a PS4 with a firmware update? (Should have happened when the XB1 S got it)
2) UHD Blu-ray supplied to PS4s from a UHD Blu-ray player with digital bridge on the home network? Possibly down-converted from 4K to HD + HDR for older PS4s?
Open Source Software used in PlayStation®4