.. _video_outputs: VIDEO OUTPUT DRIVERS ==================== Video output drivers are interfaces to different video output facilities. The syntax is: --vo= Specify a priority list of video output drivers to be used. If the list has a trailing ',' mpv will fall back on drivers not contained in the list. Suboptions are optional and can mostly be omitted. *NOTE*: See ``--vo=help`` for a list of compiled-in video output drivers. *EXAMPLE*: ``--vo=opengl,xv,`` Try the OpenGL driver, then the Xv driver, then others. Available video output drivers are: xv (X11 only) Uses the XVideo extension to enable hardware accelerated playback. This is the most compatible VO on X, but may be low quality, and has issues with OSD and subtitle display. For information about what colorkey is used and how it is drawn run mpv with ``-v`` option and look out for the lines tagged with ``[xv common]`` at the beginning. adaptor= Select a specific XVideo adaptor (check xvinfo results). port= Select a specific XVideo port. ck= Select the source from which the colorkey is taken (default: cur). cur The default takes the colorkey currently set in Xv. use Use but do not set the colorkey from mpv (use the ``--colorkey`` option to change it). set Same as use but also sets the supplied colorkey. ck-method= Sets the colorkey drawing method (default: man). man Draw the colorkey manually (reduces flicker in some cases). bg Set the colorkey as window background. auto Let Xv draw the colorkey. x11 (X11 only) Shared memory video output driver without hardware acceleration that works whenever X11 is present. *NOTE*: this is a fallback only, and shouldn't be normally used. vdpau (X11 only) Uses the VDPAU interface to display and optionally also decode video. Hardware decoding is used with ``--hwdec=vdpau``. sharpen=<-1-1> For positive values, apply a sharpening algorithm to the video, for negative values a blurring algorithm (default: 0). denoise=<0-1> Apply a noise reduction algorithm to the video (default: 0, no noise reduction). deint=<-4-4> Select deinterlacing mode (default: -3). Positive values choose mode and enable deinterlacing. Corresponding negative values select the same deinterlacing mode, but do not enable deinterlacing on startup (useful in configuration files to specify what mode will be enabled by the "D" key). All modes respect ``--field-dominance``. 0 same as -3 1 Show only first field, similar to ``--vf=field``. 2 Bob deinterlacing, similar to ``--vf=tfields=1``. 3 motion adaptive temporal deinterlacing. May lead to A/V desync with slow video hardware and/or high resolution. 4 motion adaptive temporal deinterlacing with edge-guided spatial interpolation. Needs fast video hardware. chroma-deint Makes temporal deinterlacers operate both on luma and chroma (default). Use no-chroma-deint to solely use luma and speed up advanced deinterlacing. Useful with slow video memory. pullup Try to apply inverse telecine, needs motion adaptive temporal deinterlacing. hqscaling=<0-9> 0 Use default VDPAU scaling (default). 1-9 Apply high quality VDPAU scaling (needs capable hardware). fps= Override autodetected display refresh rate value (the value is needed for framedrop to allow video playback rates higher than display refresh rate, and for vsync-aware frame timing adjustments). Default 0 means use autodetected value. A positive value is interpreted as a refresh rate in Hz and overrides the autodetected value. A negative value disables all timing adjustment and framedrop logic. composite-detect NVIDIA's current VDPAU implementation behaves somewhat differently under a compositing window manager and does not give accurate frame timing information. With this option enabled, the player tries to detect whether a compositing window manager is active. If one is detected, the player disables timing adjustments as if the user had specified fps=-1 (as they would be based on incorrect input). This means timing is somewhat less accurate than without compositing, but with the composited mode behavior of the NVIDIA driver there is no hard playback speed limit even without the disabled logic. Enabled by default, use no-composite-detect to disable. queuetime_windowed= and queuetime_fs= Use VDPAU's presentation queue functionality to queue future video frame changes at most this many milliseconds in advance (default: 50). See below for additional information. output_surfaces=<2-15> Allocate this many output surfaces to display video frames (default: 3). See below for additional information. Using the VDPAU frame queueing functionality controlled by the queuetime options makes mpv's frame flip timing less sensitive to system CPU load and allows mpv to start decoding the next frame(s) slightly earlier which can reduce jitter caused by individual slow-to-decode frames. However the NVIDIA graphics drivers can make other window behavior such as window moves choppy if VDPAU is using the blit queue (mainly happens if you have the composite extension enabled) and this feature is active. If this happens on your system and it bothers you then you can set the queuetime value to 0 to disable this feature. The settings to use in windowed and fullscreen mode are separate because there should be less reason to disable this for fullscreen mode (as the driver issue shouldn't affect the video itself). You can queue more frames ahead by increasing the queuetime values and the output_surfaces count (to ensure enough surfaces to buffer video for a certain time ahead you need at least as many surfaces as the video has frames during that time, plus two). This could help make video smoother in some cases. The main downsides are increased video RAM requirements for the surfaces and laggier display response to user commands (display changes only become visible some time after they're queued). The graphics driver implementation may also have limits on the length of maximum queuing time or number of queued surfaces that work well or at all. direct3d_shaders (Windows only) Video output driver that uses the Direct3D interface. prefer-stretchrect Use IDirect3DDevice9::StretchRect over other methods if possible. disable-stretchrect Never render the video using IDirect3DDevice9::StretchRect. disable-textures Never render the video using D3D texture rendering. (Rendering with textures + shader will still be allowed. Add disable-shaders to completely disable video rendering with textures.) disable-shaders Never use shaders when rendering video. only-8bit Never render YUV video with more than 8 bits per component. (Using this flag will force software conversion to 8 bit.) disable-texture-align Normally texture sizes are always aligned to 16. With this option enabled, the video texture will always have exactly the same size as the video itself. Debug options. These might be incorrect, might be removed in the future, might crash, might cause slow downs, etc. Contact the developers if you actually need any of these for performance or proper operation. force-power-of-2 Always force textures to power of 2, even if the device reports non-power-of-2 texture sizes as supported. texture-memory=N Only affects operation with shaders/texturing enabled, and (E)OSD. Values for N: 0 default, will often use an additional shadow texture + copy 1 use D3DPOOL_MANAGED 2 use D3DPOOL_DEFAULT 3 use D3DPOOL_SYSTEMMEM, but without shadow texture swap-discard Use D3DSWAPEFFECT_DISCARD, which might be faster. Might be slower too, as it must (?) clear every frame. exact-backbuffer Always resize the backbuffer to window size. direct3d (Windows only) Same as ``direct3d_shaders``, but with the options ``disable-textures`` and ``disable-shaders`` forced. corevideo (Mac OS X 10.6 and later) Mac OS X CoreVideo video output driver. Uses the CoreVideo APIs to fill PixelBuffers and generate OpenGL textures from them (useful as a fallback for vo_opengl_). .. _vo_opengl: opengl OpenGL video output driver. It supports extended scaling methods, dithering and color management. By default, it tries to use fast and fail-safe settings. Use the alias ``opengl-hq`` to use this driver with defaults set to high quality rendering. Requires at least OpenGL 2.1 and the GL_ARB_texture_rg extension. For older drivers, ``opengl-old`` may work. Some features are available with OpenGL 3 capable graphics drivers only (or if the necessary extensions are available). lscale= Set the scaling filter. Possible choices: bilinear bicubic_fast sharpen3 sharpen5 hanning hamming hermite quadric bicubic kaiser catmull_rom mitchell spline16 spline36 gaussian sinc2 sinc3 sinc4 lanczos2 lanczos3 lanczos4 blackman2 blackman3 blackman4 bilinear Bilinear hardware texture filtering (fastest, mid-quality). This is the default. lanczos2 Lanczos scaling with radius=2. Provides good quality and speed. This is the default when using ``opengl-hq``. lanczos3 Lanczos with radius=3. bicubic_fast Bicubic filter. Has a blurring effect on the image, even if no scaling is done. sharpen3 Unsharp masking (sharpening) with radius=3 and a default strength of 0.5 (see ``lparam1``). sharpen5 Unsharp masking (sharpening) with radius=5 and a default strength of 0.5 (see ``lparam1``). mitchell Mitchell-Netravali. The ``b`` and ``c`` parameters can be set with ``lparam1`` and ``lparam2``. Both are set to 1/3 by default. lparam1= Set filter parameters. Ignored if the filter is not tunable. These are unset by default, and use the filter specific default if applicable. lparam2= See ``lparam1``. stereo= Select a method for stereo display. You may have to use ``--aspect`` to fix the aspect value. Experimental, do not expect too much from it. 0 Normal 2D display 1 Convert side by side input to full-color red-cyan stereo. 2 Convert side by side input to full-color green-magenta stereo. 3 Convert side by side input to quadbuffered stereo. Only supported by very few OpenGL cards. srgb Enable gamma-correct scaling by working in linear light. This makes use of sRGB textures and framebuffers. This option forces the options 'indirect' and 'gamma'. NOTE: for YUV colorspaces, gamma 1/0.45 (2.222) is assumed. RGB input is always assumed to be in sRGB. This option is not really useful, as gamma-correct scaling has not much influence on typical video playback. Most visible effect comes from slightly different gamma. pbo Enable use of PBOs. This is faster, but can sometimes lead to sporadic and temporary image corruption. dither-depth= Set dither target depth to N. Default: no. no Disable any dithering done by mpv. auto Automatic selection. If output bit depth can't be detected, 8 bits per component are assumed. 8 Dither to 8 bit output. Note that the depth of the connected video display device can not be detected. Often, LCD panels will do dithering on their own, which conflicts with vo_opengl's dithering, and leads to ugly output. debug Check for OpenGL errors, i.e. call glGetError(). Also request a debug OpenGL context (which does nothing with current graphics drivers as of this writing). swapinterval= Interval in displayed frames between two buffer swaps. 1 is equivalent to enable VSYNC, 0 to disable VSYNC. no-scale-sep When using a separable scale filter for luma, usually two filter passes are done. This is often faster. However, it forces conversion to RGB in an extra pass, so it can actually be slower if used with fast filters on small screen resolutions. Using this options will make rendering a single operation. Note that chroma scalers are always done as 1-pass filters. cscale= As lscale but for chroma (2x slower with little visible effect). Note that with some scaling filters, upscaling is always done in RGB. If chroma is not subsampled, this option is ignored, and the luma scaler is used instead. Setting this option is often useless. fancy-downscaling When using convolution based filters, extend the filter size when downscaling. Trades quality for reduced downscaling performance. no-npot Force use of power-of-2 texture sizes. For debugging only. Borders will be distorted due to filtering. glfinish Call glFinish() before swapping buffers sw Continue even if a software renderer is detected. backend= auto auto-select (default) cocoa Cocoa/OSX win Win32/WGL x11 X11/GLX wayland Wayland/EGL indirect Do YUV conversion and scaling as separate passes. This will first render the video into a video-sized RGB texture, and draw the result on screen. The luma scaler is used to scale the RGB image when rendering to screen. The chroma scaler is used only on YUV conversion, and only if the video is chroma-subsampled (usually the case). This mechanism is disabled on RGB input. Specifying this option directly is generally useful for debugging only. fbo-format= Selects the internal format of textures used for FBOs. The format can influence performance and quality of the video output. (FBOs are not always used, and typically only when using extended scalers.) fmt can be one of: rgb, rgba, rgb8, rgb10, rgb16, rgb16f, rgb32f, rgba12, rgba16, rgba16f, rgba32f. Default: rgb. gamma Always enable gamma control. (Disables delayed enabling.) icc-profile= Load an ICC profile and use it to transform linear RGB to screen output. Needs LittleCMS2 support compiled in. icc-cache= Store and load the 3D LUT created from the ICC profile in this file. This can be used to speed up loading, since LittleCMS2 can take a while to create the 3D LUT. Note that this file contains an uncompressed LUT. Its size depends on the ``3dlut-size``, and can be very big. icc-intent= 0 perceptual 1 relative colorimetric 2 saturation 3 absolute colorimetric (default) 3dlut-size=xx Size of the 3D LUT generated from the ICC profile in each dimension. Default is 128x256x64. Sizes must be a power of two, and 256 at most. alpha Try to create a framebuffer with alpha component. This only makes sense if the video contains alpha information (which is extremely rare). May not be supported on all platforms. If alpha framebuffers are unavailable, it silently falls back to a normal framebuffer. Note that when using FBO indirections (such as with ``opengl-hq``), a FBO format with alpha must be specified with the ``fbo-format`` option. opengl-hq Same as ``opengl``, but with default settings for high quality rendering. This is equivalent to: | --vo=opengl:lscale=lanczos2:dither-depth=auto:pbo:fbo-format=rgb16 Note that some cheaper LCDs do dithering that gravely interferes with vo_opengl's dithering. Disabling dithering with ``dither-depth=no`` helps. Unlike ``opengl``, ``opengl-hq`` makes use of FBOs by default. Sometimes you can achieve better quality or performance by changing the fbo-format sub-option to ``rgb16f``, ``rgb32f`` or ``rgb``. (Known problems include Mesa/Intel not accepting ``rgb16``, Mesa sometimes not being compiled with float texture support, and some OSX setups being very slow with ``rgb16``, but fast with ``rgb32f``.) opengl-old OpenGL video output driver, old version. Video size must be smaller than the maximum texture size of your OpenGL implementation. Intended to work even with the most basic OpenGL implementations, but also makes use of newer extensions, which allow support for more colorspaces. The code performs very few checks, so if a feature does not work, this might be because it is not supported by your card/OpenGL implementation even if you do not get any error message. Use ``glxinfo`` or a similar tool to display the supported OpenGL extensions. (no-)ati-hack ATI drivers may give a corrupted image when PBOs are used (when using `force-pbo`). This option fixes this, at the expense of using a bit more memory. (no-)force-pbo Always uses PBOs to transfer textures even if this involves an extra copy. Currently this gives a little extra speed with NVidia drivers and a lot more speed with ATI drivers. May need the ati-hack suboption to work correctly. (no-)scaled-osd Changes the way the OSD behaves when the size of the window changes (default: disabled). When enabled behaves more like the other video output drivers, which is better for fixed-size fonts. Disabled looks much better with FreeType fonts and uses the borders in fullscreen mode. Does not work correctly with ass subtitles (see ``--ass``), you can instead render them without OpenGL support via ``--vf=ass``. rectangle=<0,1,2> Select usage of rectangular textures which saves video RAM, but often is slower (default: 0). 0 Use power-of-two textures (default). 1 Use the ``GL_ARB_texture_rectangle`` extension. 2 Use the ``GL_ARB_texture_non_power_of_two`` extension. In some cases only supported in software and thus very slow. swapinterval= Minimum interval between two buffer swaps, counted in displayed frames (default: 1). 1 is equivalent to enabling VSYNC, 0 to disabling VSYNC. Values below 0 will leave it at the system default. This limits the framerate to (horizontal refresh rate / n). Requires ``GLX_SGI_swap_control`` support to work. With some (most/all?) implementations this only works in fullscreen mode. ycbcr Use the ``GL_MESA_ycbcr_texture`` extension to convert YUV to RGB. In most cases this is probably slower than doing software conversion to RGB. yuv= Select the type of YUV to RGB conversion. The default is auto-detection deciding between values 0 and 2. 0 Use software conversion. Compatible with all OpenGL versions. Provides brightness, contrast and saturation control. 1 Same as 2. This used to use nVidia-specific extensions, which didn't provide any advantages over using fragment programs, except possibly on very ancient graphic cards. It produced a gray-ish output, which is why it has been removed. 2 Use a fragment program. Needs the ``GL_ARB_fragment_program`` extension and at least three texture units. Provides brightness, contrast, saturation and hue control. 3 Use a fragment program using the POW instruction. Needs the ``GL_ARB_fragment_program`` extension and at least three texture units. Provides brightness, contrast, saturation, hue and gamma control. Gamma can also be set independently for red, green and blue. Method 4 is usually faster. 4 Use a fragment program with additional lookup. Needs the ``GL_ARB_fragment_program`` extension and at least four texture units. Provides brightness, contrast, saturation, hue and gamma control. Gamma can also be set independently for red, green and blue. 5 Use ATI-specific method (for older cards). This uses an ATI-specific extension (``GL_ATI_fragment_shader`` - not ``GL_ARB_fragment_shader``!). At least three texture units are needed. Provides saturation and hue control. This method is fast but inexact. 6 Use a 3D texture to do conversion via lookup. Needs the ``GL_ARB_fragment_program extension`` and at least four texture units. Extremely slow (software emulation) on some (all?) ATI cards since it uses a texture with border pixels. Provides brightness, contrast, saturation, hue and gamma control. Gamma can also be set independently for red, green and blue. Speed depends more on GPU memory bandwidth than other methods. lscale= Select the scaling function to use for luminance scaling. Only valid for yuv modes 2, 3, 4 and 6. 0 Use simple linear filtering (default). 1 Use bicubic B-spline filtering (better quality). Needs one additional texture unit. Older cards will not be able to handle this for chroma at least in fullscreen mode. 2 Use cubic filtering in horizontal, linear filtering in vertical direction. Works on a few more cards than method 1. 3 Same as 1 but does not use a lookup texture. Might be faster on some cards. 4 Use experimental unsharp masking with 3x3 support and a default strength of 0.5 (see `filter-strength`). 5 Use experimental unsharp masking with 5x5 support and a default strength of 0.5 (see `filter-strength`). cscale= Select the scaling function to use for chrominance scaling. For details see `lscale`. filter-strength= Set the effect strength for the `lscale`/`cscale` filters that support it. stereo= Select a method for stereo display. You may have to use ``--aspect`` to fix the aspect value. Experimental, do not expect too much from it. 0 Normal 2D display 1 Convert side by side input to full-color red-cyan stereo. 2 Convert side by side input to full-color green-magenta stereo. 3 Convert side by side input to quadbuffered stereo. Only supported by very few OpenGL cards. The following options are only useful if writing your own fragment programs. customprog= Load a custom fragment program from . See ``TOOLS/edgedect.fp`` for an example. customtex= Load a custom "gamma ramp" texture from . This can be used in combination with yuv=4 or with the customprog option. (no-)customtlin If enabled (default) use ``GL_LINEAR`` interpolation, otherwise use ``GL_NEAREST`` for customtex texture. (no-)customtrect If enabled, use texture_rectangle for customtex texture. Default is disabled. (no-)mipmapgen If enabled, mipmaps for the video are automatically generated. This should be useful together with the customprog and the TXB instruction to implement blur filters with a large radius. For most OpenGL implementations this is very slow for any non-RGB formats. Default is disabled. Normally there is no reason to use the following options, they mostly exist for testing purposes. (no-)glfinish Call ``glFinish()`` before swapping buffers. Slower but in some cases more correct output (default: disabled). (no-)manyfmts Enables support for more (RGB and BGR) color formats (default: enabled). Needs OpenGL version >= 1.2. slice-height=<0-...> Number of lines copied to texture in one piece (default: 0). 0 for whole image. sw Continue even if a software renderer is detected. backend= auto auto-select (default) cocoa Cocoa/OSX win Win32/WGL x11 X11/GLX wayland Wayland/EGL sdl SDL 2.0+ Render video output driver, depending on system with or without hardware acceleration. Should work everywhere where SDL 2.0 builds. For tuning, refer to your copy of the file SDL_hints.h. sw Continue even if a software renderer is detected. switch-mode Instruct SDL to switch the monitor video mode when going fullscreen. null Produces no video output. Useful for benchmarking. caca Color ASCII art video output driver that works on a text console. image Output each frame into an image file in the current directory. Each file takes the frame number padded with leading zeros as name. format= Select the image file format. jpg JPEG files, extension .jpg. (Default.) jpeg JPEG files, extension .jpeg. png PNG files. ppm Portable bitmap format. pgm Portable graymap format. pgmyuv Portable graymap format, using the YV12 pixel format. tga Truevision TGA. png-compression=<0-9> PNG compression factor (speed vs. file size tradeoff) (default: 7) jpeg-quality=<0-100> JPEG quality factor (default: 90) [no-]jpeg-progressive Specify standard or progressive JPEG (default: no). [no-]jpeg-baseline Specify use of JPEG baseline or not (default: yes). jpeg-optimize=<0-100> JPEG optimization factor (default: 100) jpeg-smooth=<0-100> smooth factor (default: 0) jpeg-dpi=<1-> JPEG DPI (default: 72) outdir= Specify the directory to save the image files to (default: ``./``).