GPU Next vs GPU - mpv-player/mpv GitHub Wiki
This page documents the known differences between vo_gpu_next and vo_gpu (that is, between --vo=gpu-next and --vo=gpu).
Known limitations / missing options
There is currently no support for the libmpv / render API in vo_gpu_next.
Known issues
- https://github.com/mpv-player/mpv/labels/vo%3Agpu-next
--dscale-antiringis not applied currently when using an orthogonal filter for quality reasons
Deliberate omissions
--sharpen: Very low quality and easily replaced by (better) custom shaders (#9387, #9845)ewa_lanczossoft,haasnsoft: These were arbitrary filters to begin with and are easily replicated by tuningewa_lanczos--vf=format:light=...: OOTFs are tied to the EOTF ingpu-next, and can no longer be adjusted independently--gamma-factorand--gamma-auto: considered deprecated by design, the new BPC logic handles this much better--fbo-format: libplacebo requires the use of floating point buffers (to store unnormalized linear light data), and there is no quality gain from going above rgba16f--blend-subtitles=video: libplacebo always renders subtitles during the final output pass, and never blends them directly onto video frames.--tone-mapping-max-boost: crutch for bad tone-mapping functions and lack of black point handling
Differences in behavior
General differences
gpu-nextshould be generally faster across the board, owing to refactors and rewrites of many key algorithms (EWA scaling, frame interpolation, color management, PRNG/debanding, etc.)gpu-nextaggressively merges shader passes wherever possible, leading to a significant reduction in the number of full-screen draw calls required per frame; in addition to this it also more aggressively reuses internal frame cachesgpu-next, unlikegpu, performs black point compensation during color management, leading to subtly different results for many of the tone mapping-related optionsgpu-nextgenerally defaults tobt.1886instead ofgamma2.2for the display output, due to the better/different black point handlinggpu-nextdoesn't rotate/flip frames until the final output pass, whereasgpuapplied this during the main scaling pass. This generally makes it more robust when combining custom user shaders with rotated videos
Differences in option behavior
ewa_lanczosdefaults to using radius 3.2383... ingpu-next, rather than the radius 3.0 ofgpu.--tone-mapping=auto: picksspline(instead ofbt.2390)--tone-mapping=gamma: scaling of the parameter has been changed slightly--tone-mapping=bt.2390: knee point is now tunable, defaulting to 1.0 instead of the hard-coded 0.50 fromgpu--tone-mapping=linear: is now perceptually linear instead of linear light, uselinearlightto get the old behavior back--gamut-mapping-mode=auto: picksperceptualinstead ofclip--hdr-compute-peak:gpu-nextgenerally uses frame-exact results, rather than delaying detected peaks by a frame--scalecan now be used directly on window functions, removing the need for--scale-window+--scale=boxcombo; in addition, a few new functions and presets are available while others have been removed
Custom shader support
TEXTURE_rotis no longer needed (it still exists for compatibility, but it's defined as an identity matrix)- The distinction between
MAINandMAINPRESUBno longer exists - either name can be used to refer to the same texture
New features only supported by GPU Next
New functionality
- Support for Dolby Vision content (reshaping only)
- Support for GPU film grain application (AV1, H.274), see
--vd-lavc-film-grain - Significantly better dynamic tone mapping, and colorimetrically accurate gamut mapping
New options
--interpolation-preserve--lut,--image-lut,--target-lut--gamut-mapping-mode: most gamut mapping modes--target-contrast--target-colorspace-hint: cross-platform HDR passthrough, with metadata forwarding and automatic tone-mapping--tone-mapping=bt.2446a--tone-mapping=spline--tone-mapping=st2094-40,--tone-mapping=st2094-10: HDR10+ and DV tone mapping curves--tone-mapping-visualize--tone-mapping-paramfor--tone-mapping=bt.2390--inverse-tone-mapping--allow-delayed-peak-detect--hdr-peak-percentile--hdr-contrast-recovery,--hdr-contrast-smoothness--vd-lavc-film-grain=gpu/auto--glsl-shader-opts--corner-rounding--icc-use-luma--libplacebo-opts--hwdec=vulkan
Custom shader support
- Support for custom, runtime-tunable shader parameters has been added
- Two new macros
linearizeanddelinearizeare available in all shader stages, resolving to GLSL functions for going back and forth between the video's native color space and linear light