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    What about "Media playback was aborted"

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    • trucmuc
      trucmuc last edited by

      Windows 11 professionnal
      Build 10.0.22621

      Opera
      Version :96.0.4693.50

      Opera Instantané_2023-03-01_230914_www.arte.tv.png

      It happens too with mubi.com

      Graphics Feature Status
      Canvas: Hardware accelerated
      Canvas out-of-process rasterization: Disabled
      Direct Rendering Display Compositor: Disabled
      Compositing: Hardware accelerated
      Multiple Raster Threads: Disabled
      OpenGL: Enabled
      Rasterization: Hardware accelerated
      Raw Draw: Disabled
      Video Decode: Hardware accelerated
      Video Encode: Hardware accelerated
      Vulkan: Disabled
      WebGL: Hardware accelerated
      WebGL2: Hardware accelerated
      WebGPU: Hardware accelerated
      Driver Bug Workarounds
      check_ycbcr_studio_g22_left_p709_for_nv12_support
      clear_uniforms_before_first_program_use
      decode_encode_srgb_for_generatemipmap
      disable_decode_swap_chain
      disable_direct_composition_sw_video_overlays
      disable_dynamic_video_encode_framerate_update
      disable_vp_super_resolution
      enable_bgra8_overlays_with_yuv_overlay_support
      enable_webgl_timer_query_extensions
      exit_on_context_lost
      max_msaa_sample_count_4
      msaa_is_slow
      msaa_is_slow_2
      no_downscaled_overlay_promotion
      disabled_extension_GL_KHR_blend_equation_advanced
      disabled_extension_GL_KHR_blend_equation_advanced_coherent
      Problems Detected
      Raster is using a single thread.
      Disabled Features: multiple_raster_threads
      Some drivers are unable to reset the D3D device in the GPU process sandbox
      Applied Workarounds: exit_on_context_lost
      Clear uniforms before first program use on all platforms: 124764, 349137
      Applied Workarounds: clear_uniforms_before_first_program_use
      On Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565, 1298585
      Applied Workarounds: msaa_is_slow
      Disable KHR_blend_equation_advanced until cc shaders are updated: 661715
      Applied Workarounds: disable(GL_KHR_blend_equation_advanced), disable(GL_KHR_blend_equation_advanced_coherent)
      Decode and Encode before generateMipmap for srgb format textures on Windows: 634519
      Applied Workarounds: decode_encode_srgb_for_generatemipmap
      Expose WebGL's disjoint_timer_query extensions on platforms with site isolation: 808744, 870491
      Applied Workarounds: enable_webgl_timer_query_extensions
      Disable DecodeSwapChain for Intel Gen9 and older devices: 1107403
      Applied Workarounds: disable_decode_swap_chain
      Intel GPUs fail to report BGRA8 overlay support: 1119491
      Applied Workarounds: enable_bgra8_overlays_with_yuv_overlay_support
      8x MSAA for WebGL contexts is slow on Win Intel: 1145793
      Applied Workarounds: max_msaa_sample_count_4
      Disable software overlays for Intel GPUs. All Skylake+ devices support hw overlays, older devices peform poorly.: 1192748
      Applied Workarounds: disable_direct_composition_sw_video_overlays
      Check YCbCr_Studio_G22_Left_P709 color space for NV12 overlay support on Intel: 1103852
      Applied Workarounds: check_ycbcr_studio_g22_left_p709_for_nv12_support
      Intel GPUs do not promote downscaled overlays: 1245835
      Applied Workarounds: no_downscaled_overlay_promotion
      AVC/AV1 hardware encoder MFT output bitrate incorrect upon framerate update on Intel GPUs.: 1295815
      Applied Workarounds: disable_dynamic_video_encode_framerate_update
      Only enable video processor super resolution on Intel Gen10+ GPUs and NVIDIA GPUs with 530+ drivers: 1318380
      Applied Workarounds: disable_vp_super_resolution
      On pre-Ice Lake Intel GPUs MSAA performance is not acceptable for GPU rasterization: 527565, 1298585, 1341830
      Applied Workarounds: msaa_is_slow_2
      ANGLE Features
      allowCompressedFormats (Frontend workarounds): Enabled: true
      Allow compressed formats
      cacheCompiledShader (Frontend features) anglebug:7036: Disabled
      Enable to cache compiled shaders
      disableAnisotropicFiltering (Frontend workarounds): Disabled
      Disable support for anisotropic filtering
      disableDrawBuffersIndexed (Frontend features) anglebug:7724: Disabled
      Disable support for OES_draw_buffers_indexed and EXT_draw_buffers_indexed
      disableProgramBinary (Frontend features) anglebug:5007: Disabled
      Disable support for GL_OES_get_program_binary
      disableProgramCachingForTransformFeedback (Frontend workarounds): Disabled
      On some GPUs, program binaries don't contain transform feedback varyings
      emulatePixelLocalStorage (Frontend features) anglebug:7279: Disabled: false
      Emulate ANGLE_shader_pixel_local_storage using shader images
      enableCaptureLimits (Frontend features) anglebug:5750: Disabled
      Set the context limits like frame capturing was enabled
      enableProgramBinaryForCapture (Frontend features) anglebug:5658: Disabled
      Even if FrameCapture is enabled, enable GL_OES_get_program_binary
      forceDepthAttachmentInitOnClear (Frontend workarounds) anglebug:7246: Disabled: isAMD
      Force depth attachment initialization on clear ops
      forceGlErrorChecking (Frontend features) https://issuetracker.google.com/220069903: Disabled
      Force GL error checking (i.e. prevent applications from disabling error checking
      forceInitShaderVariables (Frontend features): Disabled
      Force-enable shader variable initialization
      forceRobustResourceInit (Frontend features) anglebug:6041: Disabled
      Force-enable robust resource init
      loseContextOnOutOfMemory (Frontend workarounds): Enabled: true
      Some users rely on a lost context notification if a GL_OUT_OF_MEMORY error occurs
      scalarizeVecAndMatConstructorArgs (Frontend workarounds) 1165751: Disabled: false
      Always rewrite vec/mat constructors to be consistent
      singleThreadedTextureDecompression (Frontend workarounds): Disabled
      Disables multi-threaded decompression of compressed texture formats
      addMockTextureNoRenderTarget (D3D workarounds) anglebug:2152: Disabled: isIntel && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164815)
      On some drivers when rendering with no render target, two bugs lead to incorrect behavior
      allowClearForRobustResourceInit (D3D workarounds) 941620: Enabled: true
      Some drivers corrupt texture data when clearing for robust resource initialization.
      allowES3OnFL100 (D3D workarounds): Disabled: false
      Allow ES3 on 10.0 devices
      allowTranslateUniformBlockToStructuredBuffer (D3D workarounds) anglebug:3682: Enabled: IsWin10OrGreater()
      There is a slow fxc compile performance issue with dynamic uniform indexing if translating a uniform block with a large array member to cbuffer.
      callClearTwice (D3D workarounds) 655534: Disabled: isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164771)
      Using clear() may not take effect
      depthStencilBlitExtraCopy (D3D workarounds) anglebug:1452: Disabled
      Bug in some drivers triggers a TDR when using CopySubresourceRegion from a staging texture to a depth/stencil
      disableB5G6R5Support (D3D workarounds): Disabled: (isIntel && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154539)) || isAMD
      Textures with the format DXGI_FORMAT_B5G6R5_UNORM have incorrect data
      disableRasterizerOrderViews (D3D workarounds) anglebug:7279: Disabled
      Disable ROVs for testing
      emulateIsnanFloat (D3D workarounds) 650547: Disabled: isIntel && isSkylake && capsVersion >= IntelDriverVersion(160000) && capsVersion < IntelDriverVersion(164542)
      Using isnan() on highp float will get wrong answer
      emulateTinyStencilTextures (D3D workarounds): Disabled: isAMD && !(deviceCaps.featureLevel < D3D_FEATURE_LEVEL_10_1)
      1x1 and 2x2 mips of depth/stencil textures aren't sampled correctly
      expandIntegerPowExpressions (D3D workarounds): Enabled: true
      The HLSL optimizer has a bug with optimizing 'pow' in certain integer-valued expressions
      flushAfterEndingTransformFeedback (D3D workarounds): Disabled: isNvidia
      Some drivers sometimes write out-of-order results to StreamOut buffers when transform feedback is used to repeatedly write to the same buffer positions
      forceAtomicValueResolution (D3D workarounds) anglebug:3246: Disabled: isNvidia
      On some drivers the return value from RWByteAddressBuffer.InterlockedAdd does not resolve when used in the .yzw components of a RWByteAddressBuffer.Store operation
      getDimensionsIgnoresBaseLevel (D3D workarounds): Disabled: isNvidia
      Some drivers do not take into account the base level of the texture in the results of the HLSL GetDimensions builtin
      mrtPerfWorkaround (D3D workarounds): Enabled: true
      Some drivers have a bug where they ignore null render targets
      preAddTexelFetchOffsets (D3D workarounds): Enabled: isIntel
      HLSL's function texture.Load returns 0 when the parameter Location is negative, even if the sum of Offset and Location is in range
      rewriteUnaryMinusOperator (D3D workarounds): Disabled: isIntel && (isBroadwell || isHaswell) && capsVersion >= IntelDriverVersion(150000) && capsVersion < IntelDriverVersion(154624)
      Evaluating unary minus operator on integer may get wrong answer in vertex shaders
      selectViewInGeometryShader (D3D workarounds): Disabled: !deviceCaps.supportsVpRtIndexWriteFromVertexShader
      The viewport or render target slice will be selected in the geometry shader stage for the ANGLE_multiview extension
      setDataFasterThanImageUpload (D3D workarounds): Enabled: !(isIvyBridge || isBroadwell || isHaswell)
      Set data faster than image upload
      skipVSConstantRegisterZero (D3D workarounds): Disabled: isNvidia
      In specific cases the driver doesn't handle constant register zero correctly
      useInstancedPointSpriteEmulation (D3D workarounds): Disabled: isFeatureLevel9_3
      Some D3D11 renderers do not support geometry shaders for pointsprite emulation
      useSystemMemoryForConstantBuffers (D3D workarounds) 593024: Enabled: isIntel
      Copying from staging storage to constant buffer storage does not work
      zeroMaxLodWorkaround (D3D workarounds): Disabled: isFeatureLevel9_3
      Missing an option to disable mipmaps on a mipmapped texture
      DAWN Info
      
      <Integrated GPU> D3D12 backend - Intel(R) UHD Graphics 610
      [Default Toggle Names]
      lazy_clear_resource_on_first_use: https://crbug.com/dawn/145: Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource.
      use_d3d12_resource_heap_tier2: https://crbug.com/dawn/27: Enable support for resource heap tier 2. Resource heap tier 2 allows mixing of texture and buffers in the same heap. This allows better heap re-use and reduces fragmentation.
      use_d3d12_render_pass: https://crbug.com/dawn/36: Use the D3D12 render pass API introduced in Windows build 1809 by default. On versions of Windows prior to build 1809, or when this toggle is turned off, Dawn will emulate a render pass.
      use_d3d12_residency_management: https://crbug.com/dawn/193: Enable residency management. This allows page-in and page-out of resource heaps in GPU memory. This component improves overcommitted performance by keeping the most recently used resources local to the GPU. Turning this component off can cause allocation failures when application memory exceeds physical device memory.
      disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.
      use_temp_buffer_in_small_format_texture_to_texture_copy_from_greater_to_less_mip_level: https://crbug.com/1161355: Split texture-to-texture copy into two copies: copy from source texture into a temporary buffer, and copy from the temporary buffer into the destination texture under specific situations. This workaround is by default enabled on some Intel GPUs which have a driver bug in the execution of CopyTextureRegion() when we copy with the formats whose texel block sizes are less than 4 bytes from a greater mip level to a smaller mip level on D3D12 backends.
      d3d12_split_buffer_texture_copy_for_rows_per_image_paddings: https://crbug.com/dawn/1289: D3D12 requires more buffer storage than it should when rowsPerImage is greater than copyHeight, which means there are pure padding row(s) on each image. In this situation, the buffer used for B2T/T2B copy might be big enough according to WebGPU's spec but it doesn't meet D3D12's requirement, then we need to workaround it via split the copy operation into two copies, in order to make B2T/T2B copy being done correctly on D3D12.
      d3d12_force_clear_copyable_depth_stencil_texture_on_creation: https://crbug.com/dawn/1487: Always clearing copyable depth stencil textures when creating them instead of skipping the initialization when the entire subresource is the copy destination as a workaround on Intel D3D12 drivers.
      apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is 'clear'. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver.
      d3d12_allocate_2d_texture_with_copy_dst_as_committed_resource: https://crbug.com/1237175: Allocate each 2D texture with CopyDst usage as committed resources instead of placed resources. This toggle is enabled by default on D3D12 backends using Intel Gen9.5 and Gen11 GPUs due to a driver issue on Intel D3D12 driver.
      [WebGPU Forced Toggles - enabled]
      disallow_spirv: https://crbug.com/1214923: Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process.
      [Supported Features]
      texture-compression-bc
      pipeline-statistics-query
      timestamp-query
      timestamp-query-inside-passes
      depth-clip-control
      depth32float-stencil8
      indirect-first-instance
      rg11b10ufloat-renderable
      dawn-internal-usages
      multiplanar-formats
      dawn-native
      
      <CPU> D3D12 backend - Microsoft Basic Render Driver
      [Default Toggle Names]
      lazy_clear_resource_on_first_use: https://crbug.com/dawn/145: Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource.
      use_d3d12_resource_heap_tier2: https://crbug.com/dawn/27: Enable support for resource heap tier 2. Resource heap tier 2 allows mixing of texture and buffers in the same heap. This allows better heap re-use and reduces fragmentation.
      use_d3d12_render_pass: https://crbug.com/dawn/36: Use the D3D12 render pass API introduced in Windows build 1809 by default. On versions of Windows prior to build 1809, or when this toggle is turned off, Dawn will emulate a render pass.
      use_d3d12_residency_management: https://crbug.com/dawn/193: Enable residency management. This allows page-in and page-out of resource heaps in GPU memory. This component improves overcommitted performance by keeping the most recently used resources local to the GPU. Turning this component off can cause allocation failures when application memory exceeds physical device memory.
      disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.
      d3d12_split_buffer_texture_copy_for_rows_per_image_paddings: https://crbug.com/dawn/1289: D3D12 requires more buffer storage than it should when rowsPerImage is greater than copyHeight, which means there are pure padding row(s) on each image. In this situation, the buffer used for B2T/T2B copy might be big enough according to WebGPU's spec but it doesn't meet D3D12's requirement, then we need to workaround it via split the copy operation into two copies, in order to make B2T/T2B copy being done correctly on D3D12.
      apply_clear_big_integer_color_value_with_draw: https://crbug.com/dawn/537: Apply the clear value of the color attachment with a draw call when load op is 'clear'. This toggle is enabled by default on D3D12 backends when we set large integer values (> 2^24 or < -2^24 for signed integer formats) as the clear value of a color attachment with 32-bit integer or unsigned integer formats because D3D12 APIs only support using float numbers as clear values, while a float number cannot always precisely represent an integer that is greater than 2^24 or smaller than -2^24). This toggle is also enabled on Intel GPUs on Metal backend due to a driver issue on Intel Metal driver.
      [WebGPU Forced Toggles - enabled]
      disallow_spirv: https://crbug.com/1214923: Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process.
      [Supported Features]
      texture-compression-bc
      pipeline-statistics-query
      timestamp-query
      timestamp-query-inside-passes
      depth-clip-control
      depth32float-stencil8
      indirect-first-instance
      rg11b10ufloat-renderable
      dawn-internal-usages
      multiplanar-formats
      dawn-native
      
      <CPU> Vulkan backend - SwiftShader Device (Subzero)
      [Default Toggle Names]
      lazy_clear_resource_on_first_use: https://crbug.com/dawn/145: Clears resource to zero on first usage. This initializes the resource so that no dirty bits from recycled memory is present in the new resource.
      use_temporary_buffer_in_texture_to_texture_copy: https://crbug.com/dawn/42: Split texture-to-texture copy into two copies: copy from source texture into a temporary buffer, and copy from the temporary buffer into the destination texture when copying between compressed textures that don't have block-aligned sizes. This workaround is enabled by default on all Vulkan drivers to solve an issue in the Vulkan SPEC about the texture-to-texture copies with compressed formats. See #1005 (https://github.com/KhronosGroup/Vulkan-Docs/issues/1005) for more details.
      vulkan_use_d32s8: https://crbug.com/dawn/286: Vulkan mandates support of either D32_FLOAT_S8 or D24_UNORM_S8. When available the backend will use D32S8 (toggle to on) but setting the toggle to off will make it use the D24S8 format when possible.
      vulkan_use_s8: https://crbug.com/dawn/666: Vulkan has a pure stencil8 format but it is not universally available. When this toggle is on, the backend will use S8 for the stencil8 format, otherwise it will fallback to D32S8 or D24S8.
      disallow_unsafe_apis: http://crbug.com/1138528: Produces validation errors on API entry points or parameter combinations that aren't considered secure yet.
      use_vulkan_zero_initialize_workgroup_memory_extension: https://crbug.com/dawn/1302: Initialize workgroup memory with OpConstantNull on Vulkan when the Vulkan extension VK_KHR_zero_initialize_workgroup_memory is supported.
      [WebGPU Forced Toggles - enabled]
      disallow_spirv: https://crbug.com/1214923: Disallow usage of SPIR-V completely so that only WGSL is used for shader modules. This is useful to prevent a Chromium renderer process from successfully sending SPIR-V code to be compiled in the GPU process.
      [Supported Features]
      texture-compression-bc
      texture-compression-etc2
      texture-compression-astc
      timestamp-query
      timestamp-query-inside-passes
      depth-clip-control
      depth32float-stencil8
      indirect-first-instance
      rg11b10ufloat-renderable
      dawn-internal-usages
      dawn-native
      Version Information
      Data exported
      2023-03-14T12:20:04.582Z
      Browser version
      1.0.0
      Operating system
      Windows NT 10.0.22621
      2D graphics backend
      Skia/110
      Command Line
      "C:\Users\FAMILLE\AppData\Local\Programs\Opera\opera.exe" --restore-last-session --enable-quic --ran-launcher --started-from-shortcut --restart --ran-launcher --flag-switches-begin --flag-switches-end --enable-quic
      Driver Information
      Initialization time
      439
      In-process GPU
      false
      Passthrough Command Decoder
      true
      Sandboxed
      true
      GPU0
      VENDOR= 0x8086, DEVICE=0x3ea1, SUBSYS=0x3f1a17aa, LUID={0,81659}, DRIVER_VENDOR=Intel, DRIVER_VERSION=27.20.100.8729 *ACTIVE*
      GPU1
      VENDOR= 0x1414, DEVICE=0x008c, LUID={0,82500}, DRIVER_VERSION=10.0.22621.1194
      Optimus
      false
      AMD switchable
      false
      Desktop compositing
      Aero Glass
      Direct composition
      true
      Supports overlays
      true
      YUY2 overlay support
      DIRECT
      NV12 overlay support
      DIRECT
      BGRA8 overlay support
      DIRECT
      RGB10A2 overlay support
      SOFTWARE
      Driver D3D12 feature level
      D3D 12.1
      Driver Vulkan API version
      Vulkan API 1.2.0
      GPU CUDA compute capability major version
      0
      Pixel shader version
      5.0
      Vertex shader version
      5.0
      Max. MSAA samples
      16
      Machine model name
      Machine model version
      GL_VENDOR
      Google Inc. (Intel)
      GL_RENDERER
      ANGLE (Intel, Intel(R) UHD Graphics 610 Direct3D11 vs_5_0 ps_5_0, D3D11-27.20.100.8729)
      GL_VERSION
      OpenGL ES 2.0.0 (ANGLE 2.1.0 git hash: unknown hash)
      GL_EXTENSIONS
      GL_AMD_performance_monitor GL_ANGLE_base_vertex_base_instance GL_ANGLE_base_vertex_base_instance_shader_builtin GL_ANGLE_client_arrays GL_ANGLE_depth_texture GL_ANGLE_framebuffer_blit GL_ANGLE_framebuffer_multisample GL_ANGLE_get_serialized_context_string GL_ANGLE_get_tex_level_parameter GL_ANGLE_instanced_arrays GL_ANGLE_lossy_etc_decode GL_ANGLE_memory_size GL_ANGLE_multi_draw GL_ANGLE_pack_reverse_row_order GL_ANGLE_program_cache_control GL_ANGLE_provoking_vertex GL_ANGLE_request_extension GL_ANGLE_robust_client_memory GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ANGLE_texture_usage GL_ANGLE_translated_shader_source GL_APPLE_clip_distance GL_CHROMIUM_bind_generates_resource GL_CHROMIUM_bind_uniform_location GL_CHROMIUM_color_buffer_float_rgb GL_CHROMIUM_color_buffer_float_rgba GL_CHROMIUM_copy_compressed_texture GL_CHROMIUM_copy_texture GL_CHROMIUM_lose_context GL_CHROMIUM_sync_query GL_EXT_EGL_image_external_wrap_modes GL_EXT_base_instance GL_EXT_blend_func_extended GL_EXT_blend_minmax GL_EXT_clip_control GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_disjoint_timer_query GL_EXT_draw_buffers GL_EXT_draw_elements_base_vertex GL_EXT_float_blend GL_EXT_frag_depth GL_EXT_instanced_arrays GL_EXT_map_buffer_range GL_EXT_multi_draw_indirect GL_EXT_multisampled_render_to_texture GL_EXT_occlusion_query_boolean GL_EXT_read_format_bgra GL_EXT_robustness GL_EXT_sRGB GL_EXT_shader_texture_lod GL_EXT_texture_compression_bptc GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc_srgb GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_norm16 GL_EXT_texture_rg GL_EXT_texture_storage GL_EXT_texture_type_2_10_10_10_REV GL_EXT_unpack_subimage GL_KHR_debug GL_KHR_parallel_shader_compile GL_NV_EGL_stream_consumer_external GL_NV_fence GL_NV_framebuffer_blit GL_NV_pack_subimage GL_NV_pixel_buffer_object GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_compressed_EAC_R11_signed_texture GL_OES_compressed_EAC_R11_unsigned_texture GL_OES_compressed_EAC_RG11_signed_texture GL_OES_compressed_EAC_RG11_unsigned_texture GL_OES_compressed_ETC2_RGB8_texture GL_OES_compressed_ETC2_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_RGBA8_texture GL_OES_compressed_ETC2_punchthroughA_sRGB8_alpha_texture GL_OES_compressed_ETC2_sRGB8_alpha8_texture GL_OES_compressed_ETC2_sRGB8_texture GL_OES_depth24 GL_OES_depth32 GL_OES_draw_elements_base_vertex GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_surfaceless_context GL_OES_texture_border_clamp GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_texture_stencil8 GL_OES_vertex_array_object GL_WEBGL_video_texture
      Disabled Extensions
      GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent
      Disabled WebGL Extensions
      Window system binding vendor
      Google Inc. (Intel)
      Window system binding version
      1.5 (ANGLE 2.1.0 git hash: unknown hash)
      Window system binding extensions
      EGL_EXT_create_context_robustness EGL_ANGLE_d3d_share_handle_client_buffer EGL_ANGLE_d3d_texture_client_buffer EGL_ANGLE_surface_d3d_texture_2d_share_handle EGL_ANGLE_query_surface_pointer EGL_ANGLE_window_fixed_size EGL_ANGLE_keyed_mutex EGL_ANGLE_surface_orientation EGL_ANGLE_direct_composition EGL_NV_post_sub_buffer EGL_KHR_create_context EGL_KHR_image EGL_KHR_image_base EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_get_all_proc_addresses EGL_KHR_stream EGL_KHR_stream_consumer_gltexture EGL_NV_stream_consumer_gltexture_yuv EGL_ANGLE_stream_producer_d3d_texture EGL_ANGLE_create_context_webgl_compatibility EGL_CHROMIUM_create_context_bind_generates_resource EGL_CHROMIUM_sync_control EGL_EXT_pixel_format_float EGL_KHR_surfaceless_context EGL_ANGLE_display_texture_share_group EGL_ANGLE_display_semaphore_share_group EGL_ANGLE_create_context_client_arrays EGL_ANGLE_program_cache_control EGL_ANGLE_robust_resource_initialization EGL_ANGLE_create_context_extensions_enabled EGL_ANDROID_blob_cache EGL_ANDROID_recordable EGL_ANGLE_image_d3d11_texture EGL_ANGLE_create_context_backwards_compatible EGL_KHR_no_config_context EGL_KHR_create_context_no_error EGL_KHR_reusable_sync
      Direct rendering version
      unknown
      Reset notification strategy
      0x8252
      GPU process crash count
      0
      gfx::BufferFormats supported for allocation and texturing
      R_8: not supported, R_16: not supported, RG_88: not supported, RG_1616: not supported, BGR_565: not supported, RGBA_4444: not supported, RGBX_8888: not supported, RGBA_8888: not supported, BGRX_8888: not supported, BGRA_1010102: not supported, RGBA_1010102: not supported, BGRA_8888: not supported, RGBA_F16: not supported, YVU_420: not supported, YUV_420_BIPLANAR: not supported, YUVA_420_TRIPLANAR: not supported, P010: not supported
      Compositor Information
      Tile Update Mode
      One-copy
      Partial Raster
      Enabled
      GpuMemoryBuffers Status
      R_8
      Software only
      R_16
      Software only
      RG_88
      Software only
      RG_1616
      Software only
      BGR_565
      Software only
      RGBA_4444
      Software only
      RGBX_8888
      GPU_READ, SCANOUT
      RGBA_8888
      GPU_READ, SCANOUT
      BGRX_8888
      Software only
      BGRA_1010102
      Software only
      RGBA_1010102
      Software only
      BGRA_8888
      Software only
      RGBA_F16
      Software only
      YVU_420
      Software only
      YUV_420_BIPLANAR
      GPU_READ, SCANOUT
      YUVA_420_TRIPLANAR
      Software only
      P010
      Software only
      Display(s) Information
      Info
      Display[2528732444] bounds=[0,0 1366x768], workarea=[0,0 1366x720], scale=1, rotation=0, panel_rotation=0 internal.
      Color space (sRGB/no-alpha)
      {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}
      Buffer format (sRGB/no-alpha)
      BGRX_8888
      Color space (sRGB/alpha)
      {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}
      Buffer format (sRGB/alpha)
      BGRA_8888
      Color space (WCG/no-alpha)
      {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}
      Buffer format (WCG/no-alpha)
      BGRX_8888
      Color space (WCG/alpha)
      {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}
      Buffer format (WCG/alpha)
      BGRA_8888
      Color space (HDR/no-alpha)
      {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}
      Buffer format (HDR/no-alpha)
      BGRX_8888
      Color space (HDR/alpha)
      {primaries:BT709, transfer:SRGB, matrix:RGB, range:FULL}
      Buffer format (HDR/alpha)
      BGRA_8888
      Color volume
      {name:'srgb', r:[0.6400, 0.3300], g:[0.3000, 0.6000], b:[0.1500, 0.3300], w:[0.3127, 0.3290]}
      SDR white level in nits
      203
      HDR relative maximum luminance
      1
      Bits per color component
      8
      Bits per pixel
      24
      Refresh Rate in Hz
      60
      Video Acceleration Information
      Decoding
      Decode h264 baseline
      64x64 to 4096x4096 pixels
      Decode h264 main
      64x64 to 4096x4096 pixels
      Decode h264 high
      64x64 to 4096x4096 pixels
      Decode vp9 profile0
      64x64 to 8192x8192 pixels
      Decode vp9 profile2
      64x64 to 8192x8192 pixels
      Decode hevc main
      64x64 to 8192x8192 pixels
      Decode hevc main 10
      64x64 to 8192x8192 pixels
      Encoding
      Encode h264 baseline
      32x32 to 1920x1088 pixels, and/or 30.000 fps
      Encode h264 main
      32x32 to 1920x1088 pixels, and/or 30.000 fps
      Encode h264 high
      32x32 to 1920x1088 pixels, and/or 30.000 fps
      Vulkan Information
      Device Performance Information
      Total Physical Memory (Gb)
      3
      Total Disk Space (Gb)
      529
      Hardware Concurrency
      2
      System Commit Limit (Gb)
      5
      D3D11 Feature Level
      12_1
      Has Discrete GPU
      no
      Intel GPU Generation
      9
      Software Rendering
      No
      Diagnostics
      0
      b3DAccelerationEnabled
      true
      b3DAccelerationExists
      true
      bAGPEnabled
      true
      bAGPExistenceValid
      true
      bAGPExists
      true
      bCanRenderWindow
      true
      bDDAccelerationEnabled
      true
      bDX12UEnabled
      false
      bDriverBeta
      false
      bDriverDebug
      false
      bDriverSigned
      false
      bDriverSignedValid
      false
      bNoHardware
      false
      dwBpp
      32
      dwDDIVersion
      12
      dwHeight
      768
      dwRefreshRate
      60
      dwWHQLLevel
      0
      dwWidth
      1366
      iAdapter
      0
      lDriverSize
      1465264
      lMiniVddSize
      0
      szAGPStatusEnglish
      Enabled
      szAGPStatusLocalized
      Activé
      szChipType
      Intel(R) UHD Graphics Family
      szD3DStatusEnglish
      Enabled
      szD3DStatusLocalized
      Activé
      szDACType
      Internal
      szDDIVersionEnglish
      12
      szDDIVersionLocalized
      12
      szDDStatusEnglish
      Enabled
      szDDStatusLocalized
      Activé
      szDX12UStatusEnglish
      Disabled
      szDX12UStatusLocalized
      Désactivé
      szDXVAHDEnglish
      Supported
      szDXVAModes
      ModeMPEG2_A ModeMPEG2_C ModeWMV9_C ModeVC1_C
      szDescription
      Intel(R) UHD Graphics 610
      szDeviceId
      0x3EA1
      szDeviceIdentifier
      {D7B78E66-7DE1-11CF-0356-7E1FBBC2D635}
      szDeviceName
      \\.\DISPLAY1
      szDisplayMemoryEnglish
      2116 MB
      szDisplayMemoryLocalized
      2116 MB
      szDisplayModeEnglish
      1366 x 768 (32 bit) (60Hz)
      szDisplayModeLocalized
      1366 x 768 (32 bit) (60Hz)
      szDriverAssemblyVersion
      27.20.100.8729
      szDriverAttributes
      Final Retail
      szDriverDateEnglish
      12/10/2020 01:00:00
      szDriverDateLocalized
      10/12/2020 01:00:00
      szDriverLanguageEnglish
      English
      szDriverLanguageLocalized
      Anglais
      szDriverModelEnglish
      WDDM 2.7
      szDriverModelLocalized
      WDDM 2.7
      szDriverName
      C:\WINDOWS\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_5d54dd32fa1ef4d4\igdumdim64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_5d54dd32fa1ef4d4\igd10iumd64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_5d54dd32fa1ef4d4\igd10iumd64.dll,C:\WINDOWS\System32\DriverStore\FileRepository\iigd_dch.inf_amd64_5d54dd32fa1ef4d4\igd12umd64.dll
      szDriverNodeStrongName
      oem18.inf:5f63e534577242d9:iWHL_w10_DS:27.20.100.8729:PCI\VEN_8086&DEV_3EA1&SUBSYS_3F1A17AA
      szDriverSignDate
      Unknown
      szDriverVersion
      27.20.0100.8729
      szKeyDeviceID
      Enum\PCI\VEN_8086&DEV_3EA1&SUBSYS_3F1A17AA&REV_00
      szKeyDeviceKey
      \Registry\Machine\System\CurrentControlSet\Control\Video\{7B577964-4D5B-11ED-AB2F-BA41C4256704}\0000
      szManufacturer
      Intel Corporation
      szMiniVdd
      inconnu
      szMiniVddDateEnglish
      Unknown
      szMiniVddDateLocalized
      inconnu
      szMonitorMaxRes
      Unknown
      szMonitorName
      Generic PnP Monitor
      szNotesEnglish
      No problems found.
      szNotesLocalized
      Aucun problème n’a été détecté.
      szOverlayEnglish
      Supported
      szRankOfInstalledDriver
      00CF0001
      szRegHelpText
      Unknown
      szRevision
      Unknown
      szRevisionId
      0x0000
      szSubSysId
      0x3F1A17AA
      szTestResultD3D7English
      Not run
      szTestResultD3D7Localized
      Non exécuté
      szTestResultD3D8English
      Not run
      szTestResultD3D8Localized
      Non exécuté
      szTestResultD3D9English
      Not run
      szTestResultD3D9Localized
      Non exécuté
      szTestResultDDEnglish
      Not run
      szTestResultDDLocalized
      Non exécuté
      szVdd
      inconnu
      szVendorId
      0x8086
      Log Messages
      GpuProcessHost: The info collection GPU process exited normally. Everything is okay.
      
      Reply Quote 0
        burnout426 1 Reply Last reply
      • burnout426
        burnout426 Volunteer last edited by

        After trying to play the video, you can goto the URL opera://media-internals, click the section for that instance of the player to expand it, and look through the logs to see the video and audio codecs served to Opera and what errors Opera encountered if any.

        Reply Quote 0
          1 Reply Last reply
        • burnout426
          burnout426 Volunteer @trucmuc last edited by

          @trucmuc said in What about "Media playback was aborted":

          Windows 11 professionnal

          Is it an "N" edition of Windows 11 Pro?

          What does https://html5test.com/ say for h.264 and aac support?

          Does the video at https://bitmovin.com/demos/drm play and have audio? What's it say for MSE and EME below the video?

          If you goto the URL opera://settings/system, disable hardware acceleration, and restart Opera, do you still get the error on the site? (Enable hardware acceleration again when done testing.)

          Reply Quote 0
            1 Reply Last reply
          • Locked by  leocg leocg 
          • First post
            Last post

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