I’m not talking about increasing playback speed

  • Dudewitbow@lemmy.zip
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    3 days ago

    i dont know if that has a specific term, but it generally revolves around the render queue. different players/renderers handle what happens when the render queue isnt ready to play.

    MadVR (a popular upscaling renderer for MPCHC) for example has an option to pause render queue till full.

    one player may have it setup as always play each frame which causes random slowdowns/speedups, other might implement it as drop frames to always be time synced correctly. the latter is especially used if the hardware is too slow to display the content in realtime.

    • JeSuisUnHombre@lemmy.zip
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      3 days ago

      No because it still moves through all(at least most) the frames to get to where the audio is in the timeline

      • MotoAsh@lemmy.world
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        3 days ago

        That depends on the implementation. Many applications/devices DO drop frames, because it’s assumed that if it’s out of sync, the device may not be capable of even 100% speed, let alone faster. Especially if it’s software doing or managing the decoding.

        Footage speeding up is generally a specific operation of the hardware handling the data stream, and depends on the codecs/etc/etc, as some formats need previous frames to render the current one anyways, so will display them if they can even while it’s just catching up. I say hardware because if software is struggling, telling it to do more frames faster is going to produce more lag and stuttering 99.99% of the time, and video decoding engineers are aware of that and avoid it where possible.