MOV, WMV, AVI, MPEG, MP3, OGG, WMA, … Media Formats Explained

Like my “Top 13 things not to do” article, this page is mainly intended to channel my irritation caused by things that bother me on the internet. The topic is (multi)media formats and the widespread lack of knowledge thereabout. Many people do not know the difference between a container format and a codec. Others have some—mostly unjustified—hatred against certain media formats and try to justify this hatred with pseudo-knowledge when bashing those formats on forums and newsgroups. This hatred is often rooted in ignorance. Instead of descending to the same level as those people and insulting them on the same forums, here I try to give a shot at education.


Because this text is quite long, here's a summary.

A media file, like one having a file extension of MOV, MKV, AVI, or WMV, is a container file. If you're talking about a ‘format,’ you are actually talking about the container format. A container file specifies how the data streams inside it are organised, but does not say anything about how the actual data is represented. This is the task of the codecs. A codec describes how video or audio data is to be compressed for storage and decompressed for playback. Theoretically, one could use any codec inside any container format. However, codecs are traditionally licensed exclusively to a certain format. For instance, the Sorenson codec used to be only found in QuickTime files and WMV video is only used in Windows Media files.
Many people don't know the difference between formats and codecs, hence think that all QuickTime files use the infamous Sorenson codec and are a pain to play. Or, they mistakenly think that AVI files will always be good quality because they would supposedly use the DIVX codec.

There is no ‘ideal’ format for all situations. Some formats are easier to use on certain platforms, some are nearly impossible to use. If you need to embed movies in your website, the best way to deal with this problem is to give the user a choice between several different formats, or just stick to the HTML5 standard when it has finally settled on a final decision for the video specification.

What is a container format?

Media container file example

The most common mistake people make, is confusing container formats with codecs. Many people used to hate QuickTime, but in fact what they were actually hating was the Sorenson codec, even though they didn't even know what that is. Other people think AVI is a great format because “it delivers good quality.” I can make you an AVI whose quality will make you puke. And still other people wonder why one AVI or MOV plays fine on their computer while another one gives no image or sound.

When you download or stream an AVI, MOV, or WMV movie, you're downloading a container file. As the name says, it is a file which contains something else. In the specifications for MOV or AVI files, you will find nothing about how to represent, compress or decompress actual video frames or audio samples. The only thing these files do, is providing a wrapper around data streams. When talking about a ‘format,’ you are talking about the structure of a container file. So saying that the AVI format has good video compression is nonsense, because the format has nothing to do with how the video is compressed.

Internal structure of container file

Inside those container files, there are one or more data streams. The most common files have one video stream and one audio stream, but in more advanced formats like QuickTime, there can be any amount and type of streams. Any container that is designed for streaming (either from a sequential medium like a DVD, or the internet) will interleave the streams in chunks. This ensures that data that belongs together temporally, for instance audio chunks that belong with certain video frames, can also be read from approximately the same location inside the file, and will arrive together when streamed. Again, the format specifications only say how these streams are to be included in the file, not what's in the streams themselves. This is where the codecs come into play.

In almost all cases, video and audio data will be compressed, which means it will be stored in a way that takes less space than if the data would simply be represented in raw form. The compression scheme will typically be specified by the codec and is often an integral part of it. A simple codec could take a raw stream of data and send it through a compression scheme like ZIP, but most practical codecs will try to do something more advanced. Compression schemes are divided into two categories: a codec that preserves the original data with perfect accuracy is called a lossless codec, a codec that is unable to perfectly reconstruct the original data is called a lossy codec. Lossy codecs are designed such that they degrade the signal in a way that is minimally visible or audible. They do this by throwing away data that is the least noticeable according to a so-called psychoacoustic or psychovisual model.

Below is a short overview of how container formats evolved over time.

What is a codec?

Remember that a container file is nothing more than a wrapper around a bunch of data streams. The structure of the video and audio data inside those streams depends on which codec was used to encode them. Codec stands for coder/decoder. Theoretically, one could just take raw video and dump it into a file. This however would make the file monstrously huge, hence the need for encoding.
A video codec describes how to convert moving images into a stream of bits that can be stored in a digital file, or vice versa. For the simplest codecs these conversions are straightforward but the gain w.r.t. raw video is small. For the more advanced ones the conversion can be extremely complicated, yielding a much better compression. For instance the video codecs in the MPEG-4 group will try to represent video frames as an intricate puzzle of tiny blocks that refer to similar-looking blocks at different locations in either the same or previous and following frames, with some extra data attached that describes the smaller differences between each block and its references. All this is then represented in such a way that it requires as little memory as possible.

Something similar holds for sound although as opposed to uncompressed video, uncompressed audio is still somewhat tractable. In the early days of QuickTime and AVI, movies would actually use uncompressed audio, but the sampling rate and number of bits per sample were low to keep the file size reasonable. This gave the sound a crunchy and dull quality. The movies from back then needed to be very short regardless due to the poor efficiency of both this raw audio stream as well as of the contemporary video codecs.
The kind of approach as used for video doesn't work very well for audio, hence the most advanced lossy audio codecs work in a different way. They usually chop up the sound into short segments whose frequency components are determined. Then a representation is made that tries to describe the frequency content in a minimal way, such that a human will not hear the distortion caused by the discarded information.

Below is a short overview of both the first video codecs as well as audio codecs and how they evolved.

The reason why people often confuse codecs with formats is that traditionally codecs are linked with formats. The Sorenson codec used to be licensed exclusively to Apple, hence Sorenson was only to be found in MOV files. The original DivX codec was a hacked Microsoft MPEG-4 codec used in the first pirated AVI movies, so DivX is often confused with AVI. And with the name correction of the non-standard AVI into DIVX, it is clear that a file with a ‘divx’ extension is only intended to use the DivX codec.

However, MOV supports a myriad of other codecs next to Sorenson, and the same goes for MKV, AVI, and DIVX. Technically spoken there's no reason why you couldn't use a WMV stream inside an AVI or MOV file, or a Sorenson stream in a WMV file. The only barriers against this are potential lack of support in the format for advanced features of the codec, and legal barriers. MOV files actually exist with DivX video streams inside them. Having an MP3 audio track in a MOV has become quite common, even though the standard QuickTime software does not give you the option to use this codec for audio. Even though the original AVI specification didn't allow to use the DivX or MP3 codec, the amount of AVI files with these codecs is now to be counted in the millions.

The tendency towards hard-linking a format with a (set of) codec(s) is both good and bad. The good is that one immediately knows what codec such a file uses, the bad is that you're stuck with that codec. It is less confusing for the average user but more frustrating for the more professional users. That's why QuickTime is a popular format for editing video: it allows any codec to be used. A single MOV file can even contain multiple streams with different codecs, at different time offsets inside the file.

What does ‘bitrate’ mean?

In the context of digital video and audio, you will often encounter the term bitrate, but what does this word really mean? Bit rate, or bitrate as I refer to it here, is strictly spoken the number of bits per second that are used to represent a video or audio stream on disk or when streaming it over a network. Because of the large size of video streams, video bitrate will often be measured in megabits per second, audio typically in kilobits per second. Because there are 8 bits in one byte, you have to divide the bitrate by 8 to end up with a value of bytes per second.

Since bitrate is defined as a size figure per time unit, one needs to specify the time span for the measurement. This will vary depending on the situation. For instance one could just define the average bitrate across the whole duration of a video, but when it comes to ensuring compatibility with hardware limitations, the bitrate is measured continuously across a moving time window that may be even shorter than a second.

For raw uncompressed video, there is a predictable relation between bitrate and the size of the video frames and number of frames per second. The bitrate is dictated by those parameters and there is no way to vary the bitrate independently from them.
With the introduction of lossy codecs however, things became less predictable. The idea of a lossy codec is to spend as few bits as possible on representing the video or audio stream, while keeping the encoded material as indistinguishable from the original as possible. The cut-off point where the codec starts throwing away information, is configurable by whomever encodes the video. Files can be made smaller by changing the quality settings, but the more information is thrown away, the higher the risk of visible or audible degradation of the material (so-called compression artefacts). The earliest lossy codecs still had a fixed reduction ratio in bitrate compared to uncompressed material, but later on they became more advanced and started throwing away only information that is deemed invisible or inaudible according to some configurable threshold. In the lists of video and audio codecs below, I give some short hints at how successive codecs became better at this.

What this means is that with modern codecs, the bitrate required to represent a video file at good quality, depends highly on the content of the video. I can easily illustrate this with two simple static images encoded as JPEG files:

Bitrate example 1 Bitrate example 2

Both these images have the exact same dimensions and are encoded with the exact same JPEG quality parameters. Yet, the first image only takes 1.3 kBytes while the second one takes 15.3 kBytes. The reason is that the first image only contains smooth low-frequency features, while the second one is almost pure noise. In information theory terms, the second image has a higher entropy or information content than the first one. To represent it with the same accuracy, more information is needed.

Bitrate example 3 Bitrate example 4

I can shrink the file size of the second image to match the smooth image, by lowering the JPEG quality level. To do this, I had to go down to a level that nobody would ever want to use in practice. As shown above, the result is very visibly distorted. To give you an idea what a normal image looks like at that level, I have also included a fragment of one of the above illustrations, compressed at that same quality level.

This is what happens when enforcing too low a bitrate: the result looks awful. The encoding scheme of video codecs is much more complicated than the one for JPEG, but similar principles do hold.

Traditionally, one would choose a bitrate catered to technical limitations or even just a wet-finger guess, and enforce this while encoding. The codec would then attempt to stick to this bitrate by varying the quality per encoded frame. This way of working only makes sense if there is a reason to limit the bitrate. If there is no hard limit and consistent quality is important, do not rely on a fixed bitrate but set a quality level in the encoding software instead, and let it vary the bitrate across the video to maintain visual consistency. When the video is to be streamed over a limited bandwidth channel, a maximum bitrate still needs to be imposed, as well as other constraints like buffer sizes. In a codec like H.264, this is typically done by limiting the encoder to a certain level like 4.1.

With audio there is still a strong tradition to stick to fixed-bitrate encoding, although many codecs do support variable bitrate. Because audio requires much less space than video, it is just easier to know beforehand how much space needs to be allocated to it, even when large parts of it are known to be pure silence which would not take up any space at all when efficiently encoded.

If you need to perform bitrate calculations for video files, I have made a specific calculator for that.

Which format/codec should I use for my web movies?

This is a rather nasty question although the situation is improving. The HTML5 standard includes a video tag and the goal is that this tag is linked to a fixed container format with fixed codecs, such that any HTML5 compliant web browser is guaranteed to be able to render any video tag in any HTML5 website. This looks very promising, but at this time HTML5 video is still problematic because no true consensus has yet been achieved over the container format. There are two contenders: H.264 (in an MPEG-4 container) and WebM, and it is unclear which of the two formats will eventually emerge as the single true HTML5 video standard. Safest is to simply provide your videos in both formats. If you're tight on server resources and can only afford a single format, I would aim for the H.264 file because my impression is that it will eventually win the contest. In the long term I expect HTML5 video to evolve towards H.265, but don't take my word for it.

If you think the lack of a true standard described above is cumbersome, it used to be much worse. In the old days, the only way to embed videos in a website was through browser plug-ins. Before the advent of plug-ins, the only option was to offer downloadable video files in one or more formats and codecs that would hopefully be playable by the majority of visitors. As for plug-ins, first there was QuickTime, then VfW (WMV), and then came Flash (originally from Macromedia, later on bought by Adobe). Flash made things much simpler. The popularity of the former Google Video, YouTube in its early days, and similar websites, was partly due to the ease of playing Flash-based videos if a working Flash browser plug-in was installed. Flash however had serious drawbacks, one of which was that Apple never supported it on its mobile devices. This gradually led to Flash being discontinued at the end of 2020, in the sense that not only did Adobe stop developing it, the browser plug-in even refused to continue working at all. Browser plug-ins in general are now becoming a thing of the past. The idea for HTML5 is to include all the necessary frameworks for building rich media websites into the standard itself, and each browser must then offer its own implementation of the standard.

If for some reason you want to offer a download link for a video, you are less constrained than what the HTML5 standard dictates. In this case I would use an MP4 container with H.264 video in it. This is likely to be playable on any recent computer, mobile device, or media player.

A short history of container formats and codecs

The first edition of this article was released in 2006 and initially I tried to keep it up-to-date with the latest evolutions in digital media. This became more difficult over time, which is why I gave up on trying to capture every detail of every new development. The following overviews have therefore become more of a history of the earlier formats and codecs. For up-to-date information about the latest and greatest, you should look elsewhere.

Container formats

Video codecs

Video codecs have come a long way. Between raw uncompressed video, the only thing available in the earliest days of digital video, and the latest most advanced codecs, there is easily a factor of 300 or even better when it comes to the reduction in storage space needed to represent video at a quality level with no obvious visual degradation. The following list in roughly historical ordering gives a bit of a hint of how this is possible.

Audio codecs

Audio compression does not have the advantage that the data consists of very repetitive structures in 2 or even 3 dimensions, which makes it harder to compress. The best compression schemes actually exploit limitations of the human auditory system to discard information in a way that is usually not noticeable. For the best codecs currently available, this has led to a reduction in storage requirements of almost a factor 10, a far cry from the factor 300 achieved in video compression but still a lot better than nothing.

History: media formats vs. players

Next to confusing a container format with a codec, another misconception that used to be prevalent, was the confusing of a media format with a media player. This confusion luckily has become less commonplace since the marketplace for digital media lost a lot of its monopolistic nature and video playback is now a standard feature of any mobile device. Traditionally a media format was only playable in its accompanying player, like the QuickTime Player for MOV, Windows Media Player for AVI and WMV, or RealPlayer for RA and RM. Back in those days this made sense, because in the beginning there was no need for other players: there was only QT on Mac OS, and AVI on Windows. However, there is no technical reason why today a certain player couldn't open and play a different format than its native format. Again, the only barriers against this are legal. Many of these barriers have broken down thanks to the proliferation of media formats on the internet. For instance after a few versions QuickTime Player could also play standard AVI files, and the Mac OS version could even play WMV files by installing a plug-in. Most players can play MPG files and virtually any player can play WAV files. VLC and MPlayer are open-source players which intend to support as many formats as possible. They can play MOV, AVI, WMV, RM and many other formats, and support a large number of codecs. It is this kind of convenience that has caused players like these to have mostly displaced the native players like QuickTime or Windows Media Player.

There are only two obstacles that can prevent a player from playing a certain file: the codecs or DRM. Codecs are the reason why one AVI or MOV file plays fine in your copy of MPlayer while other files with the same extensions don't: if your player doesn't support the codec used in the file, it won't play. As you know, WMV is a proprietary codec, which is why playing WMV files in anything else than Windows Media Player often used to be a pain in the ass. Detailed specifications required to implement your own complete WMV decoder were not publicly available. One had to either pay a licence fee to Microsoft or resort to tactics like reverse engineering to be able to play WMV outside of the Windows framework. A more devious tactic was to tap into copied Windows Media software libraries, which was a legally very dubious practice. This means that any variants of WMV that have not been reverse engineered yet, cannot be played on a different platform than the ones for which WM libraries are available.
The same goes for QuickTime's Sorenson codec. I'm not sure if all its variants have been reverse engineered yet, or whether the rights and specifications have been released to the public, and to be honest nobody probably cares because this codec has been largely displaced by H.264 and its successors.

DRM (Digital Rights or Restrictions Management, depending on whether you're a lawyer or user) is the other reason why you can only play certain files in a certain player. As far as I know, Windows Media is the only media format that is engineered for DRM. The creator of a WMV or WMA file can decide to only let the user play a movie on a single PC after having paid for a licence code. Because WM DRM is only implemented in Windows, it's impossible to play such files on any other platform. The AAC audio files from the iTunes music store also originally had a layer of DRM added to them until the introduction of iTunes Plus, although the restrictions were not that strict.
It is clear that from a user's point of view, DRM is totally undesirable and it seems most companies have finally started to understand this. If one simply makes it easy enough for customers to stream media at a reasonable cost, then it no longer makes sense to keep investing in increasingly watertight anti-theft technology to prevent copying of the stream at all costs. It suffices to make the security good enough that the subjective cost of capturing and illegally redistributing the stream is considerably higher than the actual cost of getting the stream flowing legally in an easy-to-use interface on any device of choice. This is one of the reasons behind the success of companies like Netflix.

History: why certain formats were hated by certain people


On the Windows platform and also to a lesser degree on Linux, QuickTime was rather unpopular for different reasons. Of course one of the reasons is that Windows Media is bundled with Windows, and QuickTime is not. That's not something Apple can do much about. However, Apple itself has also been making a few stupid mistakes. First of all, QuickTime on Windows became notorious for bad stability. Of course it would have been easy for Microsoft to make QuickTime crash on random occasions(1b). But even if we put all paranoia aside and look at how stable current versions are, there are still some major issues.

Since version 3 of QuickTime, there were two variants that reek of involvement from an overly active marketing team: standard QuickTime and QuickTime Pro. The first only allows to play movies, and you need to pay for the latter. However, Apple was stupid enough to include a nagging screen in the standard version which always popped up when opening the QT Player, until you upgraded to QuickTime Pro. That's one hell of a way to annoy people! Luckily the pop-ups were removed in newer versions, but they are still burned into peoples' collective memory. Worse however, is that for a very long time full screen playback was restricted to the Pro version only. Whoever came up with that idea should be fired for obviously having no clue about how annoying the lack of full screen is. All other free players have it! Luckily someone saw the light and since version 7.2, full screen is again a feature of the standard QuickTime player. The browser plug-in still lacked full screen though, but luckily browser plug-ins have gone the way of the dodo.

The grudge of Linux users against QuickTime stems—next to the fact that there has never been an official QuickTime for Linux—mostly from the proprietary codecs like Sorenson and the QDesign Music codec. These were used in many movies created with QT 3 up to QT 6. Actually that's also the only valid argument against QuickTime, because movies with non-proprietary codecs can be played fine. The specification of the QuickTime format itself is openly available, and there are open source projects with libraries for handling the format. Moreover, the use of proprietary codecs is decreasing in favour of the more standard MPEG-4 and AAC.

Windows Media

Of course on the Mac and Linux platforms the roles were reversed, and the WMV format was pretty unpopular there to say the least. Despite what the average Windows user may think, WMV is a lot worse than QuickTime once it leaves its native environment. With all essential documentation publicly available, one can write a working QuickTime player from scratch. Of course it will only be able to play movies with non-proprietary codecs, but it will be able to play many movies. Trying to write a WMV player from scratch didn't even get you anywhere, because both the format and all codecs were proprietary. The result is that for a very long time, there was no decent way to play WMV movies in Mac OS or Linux. When Microsoft finally released the first Windows Media Player for Mac OS, it was so bad that it almost seemed intentional(1c). Things got a lot better when Flip4Mac introduced a plug-in that enabled QuickTime to import, play and even convert WMV files as if they were QuickTime movies. However, movies with “advanced” (read: annoying) features like DRM were still impossible to play.

In Linux running on an x86 machine, it is possible to tap into Windows library files to decode WMV. So, on that platform it wasn't too bad, legal issues put aside. However, with the growing popularity of 64-bit machines and the lack of a 64-bit WMV library, it again became apparent that this was just a lucky coincidence. On those machines only the variants of WMV that have been reverse engineered could be played until the advent of a 64-bit WMV implementation. Of course playing files with DRM is—and probably will remain—impossible on any Linux machine until someone hacks it. Luckily the whole relevance of the Windows Media format and codec is rapidly dwindling.

(1a, 1b, 1c): If you want to know more about the entire complicated media format war between Microsoft and its competitors, this article explains it in detail.

©2006/09-2022/12 Alexander Thomas