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Nvidia ShadowPlay is a hardware-accelerated screen recording utility available as part of Nvidia's GeForce Experience and Nvidia App softwares for GeForce GPUs. Launched in 2013, it can be configured to record a continuous buffer, allowing the user to save the video retroactively. [1] [2] ShadowPlay is supported for any Nvidia GTX 600 series ...
Nvidia NVDEC (formerly known as NVCUVID [1]) is a feature in its graphics cards that performs video decoding, offloading this compute-intensive task from the CPU. [2] NVDEC is a successor of PureVideo and is available in Kepler and later Nvidia GPUs. It is accompanied by NVENC for video encoding in Nvidia's Video Codec SDK. [2]
There are many ways of showing video sequences to experts and recording their opinions. A few of them have been standardized, mainly in ITU-R Recommendation BT.500-13 and ITU-T Recommendation P.910. The reason for measuring subjective video quality is the same as for measuring the mean opinion score for audio. Opinions of experts can be ...
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[38] [39] Sony has announced that cameras that support XAVC include two CineAlta cameras—the Sony PMW-F55 and Sony PMW-F5. [40] The Sony PMW-F55 can record XAVC with 4K resolution at 30 fps at 300 Mbit/s and 2K resolution at 30 fps at 100 Mbit/s. [41] XAVC can record 4K resolution at 60 fps with 4:2:2 chroma sampling at 600 Mbit/s. [42] [43]
It may perform some signal processing, such as upconverting video into a higher-resolution format, or splitting out the audio portion of the signal. Repeaters have HDMI inputs and outputs. Examples include home theater audio-visual receivers that separate and amplify the audio signal, while re-transmitting the video for display on a TV.
Audio, video, subtitle, and ancillary streams are multiplexed into an MPEG transport stream and stored on media as binary files. Usually, memory cards and HDDs use the FAT file system, while optical discs employ UDF or ISO 9660. At the file system level, the structure of AVCHD is derived from the Blu-ray Disc specification, but is not identical ...
Audio was not yet emulated, and the overall performance quality was very poor. Many games crashed on start-up or barely ran at all; average speed was from 2 to 20 frames per second (FPS). Its name refers to the development code name for the GameCube.