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author | wm4 <wm4@nowhere> | 2019-12-12 12:46:59 +0100 |
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committer | wm4 <wm4@nowhere> | 2019-12-12 12:46:59 +0100 |
commit | aee413d246bd183c943c2face339433478719317 (patch) | |
tree | a6c9c3411882d37b9fbf35c5d17bd9a477b855d3 | |
parent | cc746c9508a2e64a69cb75ea7b9ec8ac437934ff (diff) | |
download | mpv-aee413d246bd183c943c2face339433478719317.tar.bz2 mpv-aee413d246bd183c943c2face339433478719317.tar.xz |
manpage: fix --vulkan-async-compute default value
Seems like this was silently changed to enabled by default on the change
to libplacebo, without adjusting the manpage. Fix the documented
default.
Also add a comment about Nvidia; see referenced issue.
Fixes: #7245
-rw-r--r-- | DOCS/man/options.rst | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/DOCS/man/options.rst b/DOCS/man/options.rst index 9335d69b63..c2fd9136a3 100644 --- a/DOCS/man/options.rst +++ b/DOCS/man/options.rst @@ -4839,8 +4839,8 @@ The following video options are currently all specific to ``--vo=gpu`` and GPUs. It's worth noting that if async compute is enabled, and the device supports more compute queues than graphics queues (bound by the restrictions set by ``--vulkan-queue-count``), mpv will internally try and prefer the - use of compute shaders over fragment shaders wherever possible. Not enabled - by default, since it seems to cause issues with some drivers. + use of compute shaders over fragment shaders wherever possible. Enabled by + default, although Nvidia users may want to disable it. ``--d3d11-warp=<yes|no|auto>`` Use WARP (Windows Advanced Rasterization Platform) with the D3D11 GPU |