Have you tested a simple addition of these lines to the renderer file and modifying the wav audio line similarly?
Supported = f:lpcm a:lpcm b:16 n:6 s:96000 m:audio/l16
Supported = f:lpcm a:lpcm b:24 n:6 s:96000 m:audio/l24
If so, it saves me some testing tonight. I'll be testing the 24-bit LPCM later once I have the audio copied to my media server from the laptop. I know that the 16-bit seems to work well with both 1.90.1 and 1.90.2. But I haven't had the chance to test 24-bit or 48-bit as of yet. Anime comes first!
As to your answer, I believe the PS3 will tell you what it's receiving from the server in the information tab of the transcoded file's triangle menu. OR you could copy the transcoded file to the PS3, copy the copied file to a USB drive and analyze the file on your PC via Foobar2000 or something that will tell you directly what the file is. That is, assuming you have it playing first.
Edit: I've just tested this and the output is a 16-bit wav file of 48000 Khz regardless of the settings I use. Yep, it's broke.
Edit 2: The Playstation 3 console can not handle 24-bit LPCM data. This is made apparent by utilizing the l24 mime type which is standard for 24-bit LPCM media. Furthermore, the WAV portion of the supported media needs to be replaced with LPCM and the mime type with l16 as x-wav and wav are not supported. You can determine this by creating a new LPCM line and commenting out the wav line in the renderer file. Also of note is that I have tested with different variations of wav files ranging from 16-bit 48 Khz, to 24-bit 96 Khz and even 16-bit 96 Khz for good measure. 16-bit LPCM with a mime type of l16 and no greater than 48 Khz is the greatest WAV variation supported by the PS3 and l16
IS REQUIRED as the mime type.
That is all.