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Old 02-02-2017, 11:30 AM   #1
jeff_rigby jeff_rigby is offline
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Mar 2010
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Default PS4s using GPU in Game mode for Blu-ray, Netflix and more = DRM vulnerable

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/WebGL 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 for media but it's not used yet.

Sometime 2013 or later Khronos published specifications for a more secure WebGL. Essentially it's GPU memory Virtualization and of course Trusted boot in addition to a number of better programming practices. AMD's HSA memory model requires Memory virtualization and the PS4 Southbridge provides the trusted boot. It is therefore possible that an updated (from what was available in 2013) WebGL for the PS4 could support a secure WebGL.

Edit: FOR Game and media at the present time, a Fail Overflow programmer has stated that in Game mode, video in Display Port format travels over a 4 wire PCIe from the APU directly to the Custom Panasonic HDMI chip which converts from DP to HDMI.
The Fail Overflow hacker makes a big deal about this but it makes sense if Sony used the older Liverpool GPU design only modifying/updating parts of it for the PS4. (DP not HDMI support, No Trustzone block, no True Audio block and only hardware h.264 for game streaming compared to the XB1 with HEVC 8)

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. The PS4 should do something similar as the HDMI chips pins are exposed but Fail overflow says HDCP takes place in the Custom Panasonic chip; again this violates modern DRM rules. If this is true then the design is GAME only and DRM media will eventually have another path through the TEE in southbridge where HDCP 2.2 already exists. There are two PCIe 4 paths from the APU, one to the HDMI chip and one to Southbridge. The HDMI chip has two PCIe4 inputs, one from the APU and one from Southbridge which has the ARM TEE for DRM media:

Quote:
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.

Edit: The PS4 is a Game console not PC and DRM rules for it would be less stringent. Sony may have been counting on this and content owners or testing labs may not have signed off on the PS4 design as complying with Playready 3 rules.

Three cases:

1) Sony may already be supporting Playready 3 with reduced SL (Security Level, 3000 required for UHD) due to codec and player being implemented in the APU. This would be the reason for no UHD Blu-ray. Security level too low and power use too high to support DLNA 4.0 and UHD Blu-ray. These issues would apply to the PS4 hardware design using the APU. Trusted boot, TPM 2.0 and HDCP 2.2 are parts needed by Playready 3 and would be supported by Southbridge in all cases and have been essentially confirmed by Cerny.

RE: Exposed PCIe buss and HDMI pins (PCIe traces and HDMI pins exposed) 1.2.1 Company must design and develop PlayReady Products such that decrypted Content is not available to Outputs or APIs except as expressly specified (and in the form specified) in these Robustness Rules and/or applicable Compliance Rules. (HDCP must take place in the GPU similar to the 2008 Vista OS model.)

Possible reason for Netflix size: (Uploaded as 55 MB but PS4 OS says it's 1.13 GB) 1.6.3.1 PlayReady Final Products must comply with Section 1.2 (Keep Secrets), Section 5.1.2 (Protect Trust Values) and Section 1.4 (Keep Confidential) of these Robustness Rules by reasonable and effective methods, which may include, but are not limited to: encryption, embodiment in a secure physical implementation, using techniques of obfuscation and/or cryptographic whiteboxing technologies to disguise and hamper attempts to discover the approaches used or secrets concealed within the software, and/or self-checking of integrity in such a manner as to result in a failure to execute Content Protection Functions in the event of unauthorized modification.

2) Sony with firmware update implements a more secure TEE in the APU with SL reaching 3000 but they still use too much power.
3) Sony implements a TEE in Southbridge

A move to HTML5 <video> with embedded DRM (MSE EME) in the browser 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 would already in the Southbridge TEE used for Miracast and Playready 3. 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 and with full screen video the power use should be much less.

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 may use a DRM embedded in the APP not the device. That would be Playready 2.5 or similar. If the PS4 Netflix is using Playready 3 then the size of the app is increased to hide critical DRM routines. At the present time HTML5 <video> MSE EME embedded DRM is not supported in the browser which may support no Playready 3.

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) There is no way to confirm Playready 3 has been used by any third party app and the current PS4 media player does not support DRM including DTCP-IP for DLNA either WMDRM or Playready ND that comes with Playready 3. WHY? Why no video chat?

If you follow the PC and Windows 10, TPM 2.0 was in the 2016 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.

What's the big deal, why should we know this?

If Sony implements the ARM Trustzone TEE, Miracast and DLNA from standby should be possible. ooVoo I believe has been waiting for the TEE also as by default the RTC (real time chat) is encrypted. Miracast and DLNA from standby or while watching TV is useless until IPTV over the home network. The XB1 with HDMI pass through can support a practical DLNA and Miracast from standby or while you use a Cable Box. When Cable delivers as IPTV (Vidipath) and Antenna TV as ATSC 3 over the home network as IPTV, the PS4 design becomes practical. Cable can already support IPTV Vidipath from DVRs and later this year from Cable Modems. The New FCC chairman has proposed allowing Broadcasters to move to ATSC 3.0 voluntarily at the end of 2017.

When?

The Netflix app is apparently the same for all PS4s as the size is 1.13GB regardless of PS4 used but on the PS4 Pro it supports 4K streaming which means the HEVC codec and DRM are running on the GPU. It's still using the GPU game path not the embedded DRM Playready 3 Arm hardware TEE but the Panasonic Custom HDMI chip LIKELY DOES NOT support HDCP 2.2, IT MUST BE supported in the GPU or with a full ARM TEE before exiting either as I cited for Vista in 2008 above. The Netflix app should be less than 100MB not 1.13 GB, the Player/codec and DRM in this case is hidden inside the unnecessarily large package. Fail Overflow has made progress in porting Linux to the PS4 but the same work can be used to crack 4K streaming so there is pressure to move to a more secure DRM.

PCs are getting UHD Blu-ray support by at least April 17, 2017 as a third party UHD blu-ray player is releasing on that date. This means Playready 3 support on PCs is active. The XB1 S already has UHD Blu-ray support and many Android (ARM ) phones have Playready 3 support.

At the earliest we could see the ARM TEE being implemented April-March (Firmware 4.5) or latest October-November (Firmware 5.0??). Sony's roadmap implemented Game HDR with Firmware 4.0 which requires a 4K TV with a HDMI 2.0a port. It does not require DRM, they could have implemented it at any time. The GDC (Game developer Conference) talked about games and HDR support at about the same time. Notice all PS4s support HDR which is a UHD feature and Sony calls all PS4s UHD Capable. I believe Sony will implement the TEE while they are still at a Firmware 4.x number. This could still be later in the year (October-November) as a 4.9.

Last edited by jeff_rigby; 03-13-2017 at 10:32 AM.
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Old 02-05-2017, 11:56 AM   #2
jeff_rigby jeff_rigby is offline
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PS4 Firmware 4.5 will allow games to be stored and run from external USB 3 Hard Disks. Games are uniquely encrypted when stored on the hard disk and have to be unencrypted on the fly when loaded into memory.

I assume Sony was waiting for the ARM Trustzone routines in Southbridge being active before they implemented this feature...will the ARM dedicated hardware blocks be faster than the general purpose GPU? Will we see any difference in game load speeds?
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Old 02-05-2017, 01:57 PM   #3
BLMN BLMN is offline
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Do you still believe that Sony could release a firmware update on the PS4 pro allowing UHD disk playback somehow ?
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Old 02-05-2017, 02:43 PM   #4
jeff_rigby jeff_rigby is offline
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Quote:
Originally Posted by BLMN View Post
Do you still believe that Sony could release a firmware update on the PS4 pro allowing UHD disk playback somehow ?
I honestly do not know now. There is still no information on what makes a UHD Blu-ray drive beyond reading a version 2 disk which I believe all PS4 drives can read.

FYI the PS4 Pro Netflix 4K streaming is done mostly using the APU's GPU using the same APP all PS4s use but Microsoft as well as the content owners on PCs require embedded Playready 3 for Blu-ray and Netflix 4k which isn't allowed to use the GPU for codecs or HDCP. On AMD APUs and dGPUs a Trustzone block is used which ALL PS4s have. Current accepted opinion is that the PS4 Trustzone block is only used for Trusted boot and background downloading. Add to that external USB 3 Drives being allowed to store and run games.

Why are Apps using the Game mode and game video path? Sony appears to have designed a old standard PC game and media path similar to what we have seen in PCs since 2008 with Vista. APP and game programmers would have a familiar standard to write apps for while waiting for HTML5 <video> embedded DRM standards. Once those standards are in place Sony would publish APIs to use the trustzone block with the Playready 3 embedded routines and all APPs would be rewritten to use them. Since the critical parts of the DRM are hidden there would be no need for a Netflix APP at 1.13 GB.

Is there any proof that Sony will support embedded DRM besides what's in the OP?

In a Sony PDF on " Passage" sent to the FCC DSTAC 6/2015 a chart on page 12 shows multiple CE platforms including a PS3 being streamed RVU which the PS3 already supports and RUI/Vidipath which the PS3 does not yet support. A second PDF from Sony (page 11) shows a PS3 labled PS4 using "Passage" from a USB Tuner without cable card or any DRM support. What is being discussed requires a TEE supporting HTML5 <video> MSE EME or something like Embedded Playready and other descriptions require adherence to what are Playready 3 hardware requirements. I.E , the HDMI pins can not be exposed unless the DRM stream is already encrypted. Further, the PS4 PCIe 4 paths from Southbridge to and from the APU and from APU to HDMI as well as Southbridge to HDMI must also not have unencrypted commercial video on them.

Vidipath is associated with Miracast as is Playready 3 and all require HDCP 2.2 with 1080P and greater resolutions. DLNA Certification 4.0/Vidipath requires HEVC.

Back on point. At the present time, using the APU for codecs and HDCP 2.2 rather than a TEE would not allow for UHD Blu-ray and should not allow Netflix 1080P and 4K either. Using the APU should also not allow 1080P Vidipath or Miracast but we have 6/19/2015 PDFs from Sony to the FCC DSTAC with the PS3 and PS4 supporting Vidipath and Passage which is to be used in place of a Cable Card and is understood to require a TEE with Playready 3 hardware requirements. If UHD Blu-ray is coming to any PS4 it will be after a Playready 3 TEE is enabled which in AMD APUs is a ARM Trustzone TEE which Cerny says is in Southbridge. The Path for Games may stay the same, APU direct to HDMI chip but commercial media should travel directly from Southbridge to HDMI with UI taking place in the APU overlayed by video in a frame buffer in Southbridge.

Sony stated at launch that DLNA was not going to be supported but Vidipath is DLNA + Playready and they always have had plans to support it and UHD Media even though they stated at launch the PS4 has a HDMI 1.4 port. Is this also true for UHD Blu-ray and it's all waiting on a TEE and Playready 3?

Is this an absolute? Consider that Sony did design the PS3 with a TEE in mind and it was released in 2006, Sony could have other DRM methods acceptable to content owners in the PS4. I can imagine media being AACS or Playready 3 unencrypted in Southbridge then encrypted and sent over the PCIe to the APU and unencrypted there similar to the 2008 Vista cite in the OP. If this is the case then the 2013 PS4 GPU is more than capable of supporting HEVC 10 and the limiting factor would be the PS4 custom HDMI chip which we know supports HDR which requires the negotiation of a HDMI 2.0a port and Sony calls all PS4s UHD Capable; the GPU can also handle HDCP 2.2 in software. The problem with this is the GPU always on using power and DRM vulnerabilities discovered in 2010 by Microsoft.

Looking at the Gnome Mobile initiative which relies on a fixed kernel where the same routines are used over and over gives a easy to checksum kernel and the most efficient OS both in size and performance which also allows snapshot booting. This I believe is also a requirement for the Playready required routines that check the OS for hacks. To implement this you need a trusted boot and mature OS. The OS depends on Open source software developed by W3C using standards developed for ATSC 3 which reach Candidate status by April 2017. Android has already implemented Playready 3 from the Playready porting kit released in 2013 for iOS and Android. PCs appear to be implementing Playready 3 by April 2017.

Last edited by jeff_rigby; 02-13-2017 at 02:12 PM.
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Old 02-09-2017, 11:07 AM   #5
jeff_rigby jeff_rigby is offline
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Playready embedded (Playready 3) is listed in the PS4 Intellectual notice, in DRMToday and articles based on a Sony Job posting to port Playready to the PS3, PS4 and Vita. With Playready 3 comes Playready ND for in home streaming of 1080P and greater media for Vidipath. The PS4 intellectual notice includes both Playready 3 (1080P or greater) and WMDRM (1080i or less). Playready ND is also mentioned in the UHD Digital bridge proposal and the HD + HDR proposal for UHD Players. If the PS4 can't support a UHD blu-ray player, it can support HD + HDR or UHD + HDR from a Playready ND enabled UHD Blu-ray player with digital bridge.


Ultra HD Blu-ray bets on HDR, digital bridge, 'better than 4K Netflix' quality






** below this point is proof when combined with the OP and example use cases. **


For Commercial APPs, Sony will use Mono instead of Javascript in the following slide. They will likely still support HTML5 <video> EME in the browser.




Quote:
In an effort to accelerate the adoption of PlayReady and HTML5 EME on devices such as mobile phones, set-top boxes and smart TVs, Microsoft will provide a standard set of tools for integrating PlayReady into next-generation browsers on those devices. These tools will shorten development times and reduce complexity for ecosystem partners while enabling service providers to offer premium video directly through a viewer’s browser without requiring plug-ins.
Playready porting kits for iOS and Android shipped in 2013, both are based on ARM Trustzone which AMD, XB1 and PS4 use.



Understanding PlayReady ND (if the platform supports Playready 3 it supports Playready ND ) Needed for 1080P and greater in home streaming for Vidipath.

At it’s core, PlayReady ND is a protocol that works with other PlayReady client and server technologies to share protected content securely between consumer electronic devices that are connected to the same IP network. It enables consumers to stream protected content remotely from a network device to applications on other network devices throughout the home. It also enables content owners and providers to specify and enforce the full range of rights and policies for that content, all by using PlayReady as a single DRM system that spans both in- and out-of home distribution scenarios.

PlayReady ND brings that support to consumer electronic devices that are connected to the same Internet Protocol (IP) network. With PlayReady ND these devices can become digital media receivers, referred to as receivers and digital media transmitting devices referred to as transmitters. Because PlayReady is compatible with a variety of device classes, architectures, and system environments, a receiver or transmitter can be any type of in-home device — any device that is capable of receiving and displaying streaming content can be a PlayReady ND receiver and any device that is capable of sending streaming content can be a PlayReady ND transmitter.

The PS4 and XB1 game consoles can or will support video chat which means they could be ND Transmitters in addition to ND Receivers. . For example, a transmitter might be an STB, protected tuner, home media server, phone, or tablet.

The PlayReady ND architecture also integrates with multiple delivery and distribution models, including conditional access systems (CAS) and over-the-top (OTT) services. Consequently, device manufacturers and content providers can implement PlayReady ND devices and applications that stream or play protected content from virtually any content source to virtually any type of media device in a consumer’s home. For example, if a cable or satellite provider provisions an STB with PlayReady-ND transmitter functionality, a consumer can use one or more PlayReady-ND receiver devices — for example, a Windows tablet, Android phone, iPad, or Xbox One™ — within the same home network to connect to the STB, browse available channels, and stream channel content from the STB. Similarly, a consumer might use a Windows tablet or iPad provisioned with PlayReady ND to discover and stream content from a digital media server that is enabled as a PlayReady-ND transmitter and connected to the same network.

Last edited by jeff_rigby; 02-09-2017 at 01:19 PM.
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Old 02-13-2017, 02:37 PM   #6
jeff_rigby jeff_rigby is offline
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This Certification Program is expected to launch first quarter of 2017

Quote:
Originally Posted by https://static1.squarespace.com/static/54f08a57e4b0e91e31e8c76c/t/58050b8e6a496330880fb434/1476725648488/Versioning+Plan+updated+October+2016.pdf
DLNA Certified 4.0
This Certification Program is expected to launch first quarter of 2017

Features of DLNA 4.0
• MII requirements - (defining feature of DLNA 4.0)
• DMP+DMR or X-DMR for clients, DMS for servers
• MPEG-2 & AVC (extend formats to HD)
• AVC in MP4 containers (mandatory in current guidelines)
• Networked Devices Power Save (mandatory in current guidelines)
• Diagnostics both layer 2 and layer 3
• HEVC
• DLNA IPv6

VidiPath
Built off of DLNA’s years of interoperability, VidiPath enables streaming of subscription TV to any VidiPath Certified device throughout the home regardless of the manufacturer. Consumer Electronics (CE) products that are certified to the VidiPath Guidelines can directly support the full range of subscriber programing, movies, DVR content, channel guides, and other premium features, all with consistent user interface from
DLNA Certification Program Versioning their service provider.
DLNA 4.0 solves the “media format not supported” problem between PCs, TVs and mobile devices while supporting Ultra HD TV content streaming.

Consumers have long complained that there are files on their servers that they cannot play with their mobile devices, PCs, TVs, set top boxes or other devices. DLNA 4.0 solves this problem by mandating transcoding on the media server.

Consumers also can now enjoy Ultra HD content streamed throughout the home via a media gateway or set top box because DLNA 4.0 supports the High Efficiency Video Codec (HEVC) video compression standard. The Guidelines also support IPv6 to ensure DLNA 4.0 Certified devices will continue to function as more networks transition to this protocol. https://www.dlna.org/guidelines

Sony calls ALL PS4s UHD Capable = Support for UHD TV

PS4 = DLNA 4.0 certification with PS4 Firmware 4.x.

Quote:
Originally Posted by https://static1.squarespace.com/static/54f08a57e4b0e91e31e8c76c/t/57dc19f1e58c62e05fed8606/1474042355530/DLNA+4+0+White+Paper.pdf

DLNA 4.0 Certified products will deliver a more satisfying and energy-efficient connected home
experience, including viewing high-definition and ultra-high-definition 4K TV content on the broadest
possible choice of interoperable TVs, PCs, set top boxes, AV receivers, game consoles and mobile
devices, regardless of manufacturer.
Sony calls ALL PS4s UHD Capable here:

Quote:
Signatory company Sony Interactive Entertainment Inc.
Model Name PlayStation 4
Model Number**CUH1116A (2013 PS4)
Type of Console Ultra High Definition Capable
If Sony designed the PS4 to work as a DLNA 4.0 Vidipath platform then it has a (18Gb/sec mode A) full HDMI 2.0a port and a HEVC 10 codec in the trustzone TEE block that will support ATSC 3.0. At this time ALL PS4s do not use the ARM Trustzone block (Power use for media is 50+ watts which means it's using the GPU as stated in the OP). Full screen video using the ARM Trustzone block can have the GPU off with GDDR5 in self refresh....this has not happened yet.

Last edited by jeff_rigby; 02-15-2017 at 04:55 PM.
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Old 03-02-2017, 05:29 PM   #7
jeff_rigby jeff_rigby is offline
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What is Playready 3?

It supports Security Level 3000 (SL3000) which is required by many content owners for commercial UHD media.

Quote:
Originally Posted by file:///C:/Users/Jeff/Downloads/PlayReady%20SL3000%20Playbook.pdf
The security of a PlayReady Product depends critically on the robustness of the PlayReady implementation. A security review, including hardware and firmware, is required for Intermediate Products to qualify for SL3000.
Some questions I found partially answered are:

1) Can the PS4 hardware support this
2) what does Sony calling all PS4's UHD capable mean?

Trusted Execution Environment (TEE)
A hardware-enforced secure processing environment on a device that: (PS3 supports this with the Hypervisor)
(i) provides a Hardware Root of Trust,
(ii) provides a Secure Boot process,
(iii) runs only authenticated code which has been approved for use within the secure processing environment,
(iv) provides for Secure Execution of PlayReady functionality, and
(v) provides a Secure Media Pipeline and has a Certificate Security Level of 3000.

The PS4 Southbridge has been confirmed to provide (i) and (ii)
(iii) Sony can insure only authenticated code is run
(iV) and (V) only Sony knows. A secure media pipeline would require encryption over all PCIe buss and a certificate for SL3000 requires meeting the security checklist. The checklist is in this PDF.

Compliance rules in full here:
http://download.microsoft.com/downlo...mber_2016.docx

http://download.microsoft.com/downlo...mber_2016.docx



Ultra-High Definition Content (UHD)
Ultra-High Definition content. This is generally defined as content with a resolution of 3840x2160 – i.e. 4K content. However, this may also be used to include content with any of these following advanced features: Early-window content, Enhanced Chroma (which could just be games + HDR which all PS4s support), Increased frame rate. See Full High Definition, Ultra-High Definition and Full 4K Content.


DRM for 1080P will soon require Embedded Playready 3 but not SL3000 (Security Level 3000) that UHD Media requires. Playready 3 includes Playready ND which is necessary for in home streaming of media 1080P or greater including HDR media from platform to platform.

Why doesn't the PS4 Pro support UHD Blu-ray? Why doesn't the 2016 PS4 support UHD Blu-ray like the XB1 S?

There are several possibles:
1) This month (March) through April 4K, commercial Media will be allowed on PCs for the first time including UHD Blu-ray. Sony could be following a roadmap similar to the PC as their Stand Alone UHD Blu-ray player is shipping in March 2017.
2) The PS4 including pro can not support a SL3000 security level. Netflix implements 4K by hiding code without using a TEE.

I believe case 1. Otherwise we will not see Miracast or DLNA 4.0 with Vidipath.

Last edited by jeff_rigby; 03-06-2017 at 11:53 AM.
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Old 03-12-2017, 01:44 PM   #8
jeff_rigby jeff_rigby is offline
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Mar 2010
Sarasota, Florida
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Sony has a openGL ES 2.0 Khronos compliant driver called Piglet for Vita, Linux, Windows and the PS4.

Quote:
Sony Computer Entertainment Inc. 2013-08-31 OpenGL_ES_2_0 556
Piglet for PlayStation® 4 CPU: x86-64
OS: PS4™ OS
API Pipeline:
GL_VENDOR "Sony Computer Entertainment Inc."
GL_RENDERER "Piglet"
GL_VERSION "OpenGL ES 2.0 Piglet(..)"
Also mentioned at line 673 in the PS4 bootprocess dump.

Quote:
Sony Computer Entertainment Inc. 2014-05-09 OpenGL_ES_2_0 600
Piglet for Linux CPU: x86-64
OS: Ubuntu 13.10 64bit
API Pipeline:
GL_VENDOR "Sony Computer Entertainment Inc."
GL_RENDERER "Piglet"
GL_VERSION "OpenGL ES 2.0 Piglet(..)"
DISPLAY_WIDTH_PIXELS: 1280
DISPLAY_HEIGHT_PIXELS: 800
DISPLAY_BITS_PER_PIXEL: 32
Notice the date and version number for the Linux Piglet is newer, the PS4 has the oldest version of all mentioned above.

Last edited by jeff_rigby; 03-12-2017 at 02:17 PM.
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