20150323-Media-Entertainment-Webinar-Mar23
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Transcript of 20150323-Media-Entertainment-Webinar-Mar23
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Tom Coughlin, Coughlin Associates
www.tomcoughlin.com
Digital Storage in Professional Media and Entertainment
Technical Challenges and Business Opportunities
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About the Presenter
Thomas M. Coughlin, President, Coughlin Associates is a widely respectedstorage analyst and consultant. He has over 30 years in the data storageindustry. Dr. Coughlin has many publications and six patents to his credit.Tom is also the author of Digital Storage in Consumer Electronics: TheEssential Guide, published by Newnes Press. Tom publishes the DigitalStorage Technology Newsletter, the Digital Storage in Media andEntertainment Report, and other reports.
Tom is active with SMPTE, SNIA, the IEEE, and other professionalorganizations. He is VP of Future Directions for the IEEE Consumer ElectronicsSociety as well as Director Elect for IEEE Region 6. He is serving his third termas a member of the CE Society BoG and was Vice President of Operations forthree years. Tom is the founder and organizer of the Annual Storage VisionsConference, a partner to the International Consumer Electronics Show, as wellas the Creative Storage Conference. He is the general chairman of the annualFlash Memory Summit. nnesota as well as a BS in Physics from the sameschool.
© Coughlin Associates, 2015 2
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Outline
• Why We Should Care about Digital Storage
• Media and Entertainment Storage Survey
• Digital Storage in Content Capture
• Post-production Digital Storage
• Digital Storage in Content Delivery
• Content Preservation and Archiving
• Breakdown of Storage Capacity and Revenue for Media and Entertainment Applications
© Coughlin Associates, 2015 3
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Example resolution, data rates and storage capacity requirements for professional media
standards
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8K Ultra-HD may use more than 100X capacity of HD!
8K X 4K based upon “Super Hi-Vision” Video Parameters for Next Generation Television, SMPTE Motion
Imaging Journal, May/June 2012, P. 63-68
© Coughlin Associates, 2015
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Richer Images = more storage• Frame rates for movie content
are increasing from the historical 24 frames per second (fsp) to 48 or 60 fps and may eventually be as high as 300 fps.
• Cameras are now available that can support 120 fps (even up to 3,000 fps)
• 4K production is commonplace but 6K and even 8K movie production starting in professional video projects.
• Video resolutions of 16K and even higher are contemplated in the future.
© Coughlin Associates, 2015 5
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New Views• KDDI and some European
players have performed “free viewpoint” demonstrations with content captured using 4-30 4K video cameras simultaneously.
• Light-field imaging could allow even more immersive 2D and 3D video (greater image depth possible) and would increase required storage capacity by at least 3X conventional images
• Color gamut increases as well as better contrast and extended luminance levels
LytroLight-field Camera
Free View Point Video
© Coughlin Associates, 2015 6
Increase in Color Gamut, Dolby Vision
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How Long Until Exabyte Video?• As video resolution and frame rate increase, camera
image complexity increases and stereoscopic projects multiply, the storage capacity and bandwidth performance requirements becomes staggering.
• A calculation shows that 16,000 X 8,000 pixel resolution, 24 bits/pixel, 300 fps raw video content could require 115 GB/s data rates and 414 TB/hour. If 4 cameras were used to create data for a “free viewpoint” presentation the raw data would be 1.66 PB for an hour of content
• Truly the bandwidth and capacity requirements to work with future rich media formats are staggering!
• Even HEVC won’t be enough
© Coughlin Associates, 2015 7
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Media Content Size Trends
0.01
0.1
1
10
100
1000
One page ASCII text
1KB 10KB 100KB 1GB1MB 10MB 100MB 10GB 100GB 1TB
CD Quality Stereo Audio
DVD Movie (MPEG-2)
HD Movie
Ultra HD Movie
Virtual Reality, 3D Movie
Data
Rate
(Mbps)
Multimedia Object Size
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Virtual Reality: Making A Holodeck
• Free floating holographic and other advanced display technologies are in the works—within the next 10 years we could approach something like a display allowing you to move within the action—leading to holodeck-like experiences
From Wired Magazine
9© Coughlin Associates, 2015
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© Coughlin Associates, 2015
Digital Entertainment Content Workflow.
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Content Acquisition
© Coughlin Associates, 2015 11
2014
Results
Film2%
Magnetic tape7%
Optical discs10%
Hard disk Drives24%
Flash memory57%
Year Magnetic Tape
HDD Optical Flash Memory
Film
2009 34% 23% 9% 19% 15%
2010 25% 22% 17% 28% 8%
2012 20% 22% 12% 44% 2%
2013 15% 18% 7% 59% 1%
2014 7% 24% 10% 57% 2%
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Content Acquisition (2)
© Coughlin Associates, 2015 12
Percent Born Digital 2010 2012 2013 2014
<10% 3.9% 0.9% 1.1% 0.0%
11% to 20% 1.3% 0.4% 0.0% 1.1%
21% to 30% 3.2% 0.0% 0.0% 1.1%
31% to 40% 3.2% 2.6% 1.1% 2.1%
41% to 50% 5.2% 2.2% 3.3% 2.1%
51% to 60% 5.2% 1.7% 2.2% 1.1%
61% to 70% 5.8% 3.1% 6.5% 4.2%
71% to 80% 8.4% 8.3% 10.9% 7.4%
81% to 90% 16.1% 10.9% 15.2% 15.8%
91% to 100% 47.7% 69.9% 59.8% 65.3%
>50% 83.2% 93.0% 94.6% 93.8%
1 hour2%
2-5 hours33%
6-10 hours29%
11-50 hours21%
51-100 hours7%
>100 hours6%
Other2%
64.5% of Respondents
said they capture 6 or
more hours of content for 1
hour of finished work
Hours captured for an
hour of final content
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Pixar Render Farm
13© Coughlin Associates, 2015
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© Coughlin Associates, 2015
Professional Non-linear Editing Model System
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Digital Editing and Post Production
© Coughlin Associates, 2015 15
• 87.7% had DAS(compared to 87.3% in2013, 92% in 2012
22.3% of these had morethan 50 TB of DAS storage(compared to 18.3% in2013)
• 75.0% had NAS or SAN(compared to 70.9% in2013, 53.8% in 2012
About 11% had more than500 TB of NAS/SANstorage (same as 2013)
40.0%
50.0%
60.0%
70.0%
80.0%
90.0%
100.0%
110.0%
1-10 11-100 101-500 501-1000 >1000
PercentagewithDASorNAS/SAN
NumberofPeople
%DAS
%NAS/SAN
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Post Production
© Coughlin Associates, 2015 16
• In 2014 25.6% ofrespondingparticipants saidthey used cloud-based storage forpost productionversus 24.7% in2013 and 15.1% in2012.
• In 2014 28.1% ofthe respondentssaid that they had1 TB or morestorage capacity inthe cloud vs. 23%in 2013.0
500,000
1,000,000
1,500,000
2,000,000
2,500,000
3,000,000
3,500,000
4,000,000
4,500,000
2013 2014 2015 2016 2017 2018
Tota
l C
apacity (
TB
)
NLE Cloud Capacity (TB)
NLE Local Networked Capacity (TB)
NLE Local Capacity (TB)
2014 Digital Storage for Media and Entertainment
Report
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© Coughlin Associates, 2015
Internet Content Distribution System (CDN)
Source Content
(NAS or SAN)
Content Central ServerEdge Server
Edge Server
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Source Content
(NAS or SAN)
Content Central ServerEdge Server
Edge Server
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
Internet User
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Content Distribution
© Coughlin Associates, 2015 18
• Average hours on central content delivery system was about 1,142 hours in 2014
• There were 688 hours ingested monthly in 2014
• In 2014 43.2% of respondents had more than 5% of their content on edge servers
• About 21.4% used flash memory on their edge servers
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The Future of Content Distribution• MPEG H.265
encoding (up to a 50%additional compressionbeyond H.264)– 2-3 X additional overhead
for decoding (HW productsin 2014)
– About 100 X moreprocessing overhead at thesource for the best qualitydelivery content
• Adaptive DynamicStreaming over HTTP(DASH): seamlessadaptive streaming ofcontent.
© Coughlin Associates, 2015 19
Typical HEVC video encoder (with decoder modeling elements shaded in light gray).
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Digital Cinema (Mercado Theatre, Santa Clara)
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Digital Cinema Projector
USB hard drive For movie distribution to theatre
© Coughlin Associates, 2015
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Content Archiving Media
Magnetic Tape
Optical Disc
HDDs
© Coughlin Associates, 2015 21
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LTO projected tape generations
22© Coughlin Associates, 2015
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Sony/Panasonic Optical Archive Roadmap
23© Coughlin Associates, 2015
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HDD Roadmap
© Coughlin Associates, 2015 24
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Digital Archiving and Preservation
© Coughlin Associates, 2015 25
• 41.9% had >2,000 hours of content in a long term archive in 2014
• The average rate of conversion is about 7.0% • In 2014 67.3% of the respondents said that
their annual archive growth rate was >6% • 35.1% added 1,000 hours or greater to their
archive annually in 2014• About 33.3% had >2,000 hours of unconverted
analog content in 2014
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Cost for Storing 1 PB for 20 Years
© Coughlin Associates, 2015 26
• The total cost of saving 1 PB of data for 20 years is about $1.49 M for HDD storage and about $468,000 for tape storage.
• For HDDs about 37% of the total cost is in the first year.
• For tape about 19% of the total cost is in the first year.
$1,000
$10,000
$100,000
$1,000,000
An
nu
al
Es
tim
ate
d C
os
t fo
r 1
PB
HDD
Tape
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More Archive Survey Results
© Coughlin Associates, 2015 27
• About 25.4% never update their digital archives in 2014 (compared to 42.4% in 2013)
• About 67% copied and replaced their digital long term archives every 10 years or less in 2014 (this was 47% in 2013)
• 40% said that they would use a private or public cloud for archiving content in both 2014 and 2013
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Percentage of tape formats used in digital archiving
© Coughlin Associates, 2015 28
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Growth in Near Line and Off-Line Archive Storage
29
0
10,000
20,000
30,000
40,000
50,000
60,000
2013 2014 2015 2016 2017 2018 2019
Archive Storage
(Petabytes)
Near-Line
Off-Line
© Coughlin Associates, 2015
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2013 Media and Entertainment Storage
© Coughlin Associates, 2015 30
Media and Entertainment Market Storage Revenue Share
by Segment
Distribution of Storage Capacity
2014 Digital Storage for Media and
Entertainment Report
Post Producti
on1.2%
Content Distributi
on1.8%
Content Acquisiti
on0.5%
Archiving and
Preservation
96.5%
Post Production
25%
Content Distribution
24%
Content Acquisition
4%
Archiving and Preservation
47%
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2013 Market Share of Capacity Shipped
© Coughlin Associates, 2015 31
2014 Digital Storage for Media and
Entertainment Report
31
Tape42.6%
Optical11.4%
HDD45.4%
Flash0.5%
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Cloud Storage Capacity for M&E
© Coughlin Associates, 2015 32
0
500
1,000
1,500
2,000
2,500
3,000
3,500
4,000
4,500
5,000
2013 2014 2015 2016 2017 2018 2019
Clo
ud
Cap
acit
y (P
B)
Archiving and Preservation
VOD
Internet Distribution
Post Production
2014 Digital Storage for Media and
Entertainment Report
Cloud storage
revenue to
increase to over
$1.5 B by 2019
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Conclusions
• Flash memory is now the dominant technology for content capture, followed by hard disk drives and optical discs •Improvements in network storage performance as well as resulting production efficiencies is driving the growth of network storage over direct attached storage.•Likewise the use of digital storage in data centers (cloud storage) is playing a bigger role in media and entertainment to provide OTT content distribution and collaborative workflows.• The increase in content resolution and the amount of content is driving performance and storage in content delivery systems and the growth of on-line distribution storage.•Storage capacity and growth in professional media and entertainment show the size of digital content libraries while storage revenues reflect the value of the content where it is used.
© Coughlin Associates, 2015
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References
• 2009-2014 Survey of Storage in Professional Media and Entertainment
• 2014 Digital Storage in Media and Entertainment Report, Coughlin Associates, http://www.tomcoughlin.com/techpapers.htm
• 2015 M&E Professional Storage Survey is now active: https://www.surveymonkey.com/s/5NXY95W
© Coughlin Associates, 2015 34
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© Coughlin Associates, 2015 36
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Thanks
37© Coughlin Associates, 2015