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The original FreeSync is based over DisplayPort 1.2a, using an optional feature that VESA terms Adaptive-Sync. [9] [10] This feature was in turn ported by AMD from a Panel-Self-Refresh (PSR) feature from Embedded DisplayPort 1.0, [11] which allows panels to control its own refreshing intended for power-saving on laptops. [12]
The extra pixels are used to form the increased area to the sides of the D1 image. The pixel density of 960H is identical to standard D1 resolution so it does not give any improvement in image quality, merely a wider aspect ratio. Alternative analog video transport technologies carrying higher resolutions than 960H include HD-TVI, HDCVI, and AHD.
Some panels advertise a resolution only slightly smaller than the native, such as 1360×765. For these panels to be able to show a pixel perfect image, the EDID data must be ignored by the display driver or the driver must correctly interpret the DTD and be able to resolve resolutions whose size is not divisible by 8. Special programs are ...
Following the introduction of the European HD ready logo in 2005, a year later 1366 × 768 was the most popular resolution for liquid crystal display televisions (versus XGA for Plasma TVs flat panel displays); [104] [failed verification] By 2013, even this was relegated to only being used in smaller or cheaper displays (e.g. "bedroom" LCD TVs ...
Effectively 1/16 the total resolution (1/4 in each dimension) of "Full HD", but with the height aligned to an 8-pixel "macroblock" boundary. Common in small-screen video applications, including portable DVD players and the Sony PSP. 480×272 (131k) 480 272 130,560 ~1% narrower than 16:9 (30:17 exact) Mac Mono 9" Original Apple Macintosh display
Nicolas Thibieroz, AMD's Senior Manager of Worldwide Gaming Engineering, argues that "it can be difficult for developers to leverage their R&D investment on both consoles and PC because of the disparity between the two platforms" and that "proprietary libraries or tools chains with "black box" APIs prevent developers from accessing the code for maintenance, porting or optimizations purposes". [7]
Adaptive scalable texture compression (ASTC) is a lossy block-based texture compression algorithm developed by Jørn Nystad et al. of ARM Ltd. and AMD. [1]Full details of ASTC were first presented publicly at the High Performance Graphics 2012 conference, in a paper by Olson et al. entitled "Adaptive Scalable Texture Compression".
In the HD 6000-series cards, AMD's Universal Video Decoder was upgraded to version 3.0 which supported Blu-ray 3D codecs, hardware decoding for DivX / XviD and a list of other improvements. The HD 6750 and HD 6770 adds the MVC decode capability of UVD 3.0, but not the rest of the UVD 3.0 features. [8]