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-antiring
is 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-factor
and--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-next
should 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-next
aggressively 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-next
generally defaults tobt.1886
instead ofgamma2.2
for the display output, due to the better/different black point handlinggpu-next
doesn't rotate/flip frames until the final output pass, whereasgpu
applied 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_lanczos
defaults 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, uselinearlight
to get the old behavior back--gamut-mapping-mode=auto
: picksperceptual
instead ofclip
--hdr-compute-peak
:gpu-next
generally uses frame-exact results, rather than delaying detected peaks by a frame--scale
can now be used directly on window functions, removing the need for--scale-window
+--scale=box
combo; in addition, a few new functions and presets are available while others have been removed
Custom shader support
TEXTURE_rot
is no longer needed (it still exists for compatibility, but it's defined as an identity matrix)- The distinction between
MAIN
andMAINPRESUB
no 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-param
for--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
linearize
anddelinearize
are available in all shader stages, resolving to GLSL functions for going back and forth between the video's native color space and linear light