.. _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 ',' MPlayer 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=xmga,xv,`` Try the Matrox X11 driver, then the Xv driver, then others. ``--vo=directx:noaccel`` Uses the DirectX driver with acceleration features turned off. Available video output drivers are: xv (X11 only) Uses the XVideo extension to enable hardware accelerated playback. If you cannot use a hardware specific driver, this is probably the best option. For information about what colorkey is used and how it is drawn run MPlayer 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 MPlayer (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. vdpau (X11 only) Uses the VDPAU interface to display and optionally also decode video. Hardware decoding is used with ``--vc=ffmpeg12vdpau``, ``--vc=ffwmv3vdpau``, ``--vc=ffvc1vdpau``, ``--vc=ffh264vdpau`` or ``--vc=ffodivxvdpau``. 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 MPlayer's frame flip timing less sensitive to system CPU load and allows MPlayer 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 (Windows only) (BETA CODE!) Video output driver that uses the Direct3D interface (useful for Vista). directx (Windows only) Video output driver that uses the DirectX interface. noaccel Turns off hardware acceleration. Try this option if you have display problems. 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_gl_). .. _vo_gl: gl OpenGL video output driver, simple 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 and direct rendering. For optimal speed try adding the options ``--dr=-noslices`` 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 ``--dr`` or `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 ``--no-slices`` and 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``. osdcolor=<0xAARRGGBB> Color for OSD (default: 0x00ffffff, corresponds to non-transparent white). 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. *NOTE*: If YUV colorspace is used (see `yuv` suboption), special rules apply: If the decoder uses slice rendering (see ``--no-slices``), this setting has no effect, the size of the slices as provided by the decoder is used. If the decoder does not use slice rendering, the default is 16. (no-)osd Enable or disable support for OSD rendering via OpenGL (default: enabled). This option is for testing; to disable the OSD use ``--osdlevel=0`` instead. null Produces no video output. Useful for benchmarking. caca Color ASCII art video output driver that works on a text console. directfb Play video using the DirectFB library. (no-)input Use the DirectFB instead of the MPlayer keyboard code (default: enabled). buffermode=single|double|triple Double and triple buffering give best results if you want to avoid tearing issues. Triple buffering is more efficient than double buffering as it does not block MPlayer while waiting for the vertical retrace. Single buffering should be avoided (default: single). fieldparity=top|bottom Control the output order for interlaced frames (default: disabled). Valid values are top = top fields first, bottom = bottom fields first. This option does not have any effect on progressive film material like most MPEG movies are. You need to enable this option if you have tearing issues or unsmooth motions watching interlaced film material. layer=N Will force layer with ID N for playback (default: -1 - auto). dfbopts= Specify a parameter list for DirectFB. v4l2 (requires Linux 2.6.22+ kernel) Video output driver for V4L2 compliant cards with built-in hardware MPEG decoder. See also the lavc video filter. Explicitly choose the MPEG decoder device name to use (default: ``/dev/video16``). Explicitly choose the TV-out output to be used for the video signal. md5sum Calculate MD5 sums of each frame and write them to a file. Supports RGB24 and YV12 colorspaces. Useful for debugging. outfile= Specify the output filename (default: ``./md5sums``). yuv4mpeg Transforms the video stream into a sequence of uncompressed YUV 4:2:0 images and stores it in a file (default: ``./stream.yuv``). The format is the same as the one employed by mjpegtools, so this is useful if you want to process the video with the mjpegtools suite. It supports the YV12 format. If your source file has a different format and is interlaced, make sure to use ``--vf=scale=::1`` to ensure the conversion uses interlaced mode. You can combine it with the ``--fixed-vo`` option to concatenate files with the same dimensions and fps value. interlaced Write the output as interlaced frames, top field first. interlaced_bf Write the output as interlaced frames, bottom field first. file= Write the output to instead of the default ``stream.yuv``. *NOTE*: If you do not specify any option the output is progressive (i.e. not interlaced). gif89a Output each frame into a single animated GIF file in the current directory. It supports only RGB format with 24 bpp and the output is converted to 256 colors. Float value to specify framerate (default: 5.0). Specify the output filename (default: ``./out.gif``). *NOTE*: You must specify the framerate before the filename or the framerate will be part of the filename. *EXAMPLE*: ``mplayer video.nut --vo=gif89a:fps=15:output=test.gif`` jpeg Output each frame into a JPEG file in the current directory. Each file takes the frame number padded with leading zeros as name. [no]progressive Specify standard or progressive JPEG (default: noprogressive). [no]baseline Specify use of baseline or not (default: baseline). optimize=<0-100> optimization factor (default: 100) smooth=<0-100> smooth factor (default: 0) quality=<0-100> quality factor (default: 75) outdir= Specify the directory to save the JPEG files to (default: ``./``). subdirs= Create numbered subdirectories with the specified prefix to save the files in instead of the current directory. maxfiles= (subdirs only) Maximum number of files to be saved per subdirectory. Must be equal to or larger than 1 (default: 1000). pnm Output each frame into a PNM file in the current directory. Each file takes the frame number padded with leading zeros as name. It supports PPM, PGM and PGMYUV files in both raw and ASCII mode. See also ``pnm(5)``, ``ppm(5)`` and ``pgm(5)``. ppm Write PPM files (default). pgm Write PGM files. pgmyuv Write PGMYUV files. PGMYUV is like PGM, but it also contains the U and V plane, appended at the bottom of the picture. raw Write PNM files in raw mode (default). ascii Write PNM files in ASCII mode. outdir= Specify the directory to save the PNM files to (default: ``./``). subdirs= Create numbered subdirectories with the specified prefix to save the files in instead of the current directory. maxfiles= (subdirs only) Maximum number of files to be saved per subdirectory. Must be equal to or larger than 1 (default: 1000). png Output each frame into a PNG file in the current directory. Each file takes the frame number padded with leading zeros as name. 24bpp RGB and BGR formats are supported. z=<0-9> Specifies the compression level. 0 is no compression, 9 is maximum compression. alpha Create PNG files with an alpha channel. Note that MPlayer in general does not support alpha, so this will only be useful in some rare cases. tga Output each frame into a Targa file in the current directory. Each file takes the frame number padded with leading zeros as name. The purpose of this video output driver is to have a simple lossless image writer to use without any external library. It supports the BGR[A] color format, with 15, 24 and 32 bpp. You can force a particular format with the format video filter. *EXAMPLE*: ``mplayer video.nut --vf=format=bgr15 --vo=tga`` sharedbuffer (Mac OS X 10.6 and later) Mac OS X headless video output designed to interact with GUIs. It copies image data to a shared buffer so that the data can be read from a GUI and rendered. It uses the same protocol as MPlayer's ``-vo corevideo:shared_buffer`` buffer_name= Name of the shared buffer created with shm_open() as well as the name of the NSConnection mplayer2 will try to open (default: mplayerosx).