articles tagged with: webm
Google announced on Monday that their increasingly popular browser Chrome will be dropping native support for the H.264 video format.
As the latest versions of browsers are being released there is increasing support for native video playback, ie. users will no longer need proprietary plugins such as Flash or Silverlight to watch video on the web. This means each browser has to support certain video formats themselves. The battle at the moment is between the proprietary H.264 (heavily supported by Apple and now Microsoft) and open-source WebM / Ogg Theroa formats (supported by Mozilla and now Google).
From the Chromium blog:
Though H.264 plays an important role in video, as our goal is to enable open innovation, support for the codec will be removed and our resources directed towards completely open codec technologies.
At focus we think open-source is great, in fact we build our web sites on open-source technologies every day. However, we think this move by Google (who's motto is "Don't be evil" by the way) is bad for a number of reasons.
H.264 is an established format. Millions of mobile devices support hardware acceleration of H.264 video and there are millions of videos already on the web encoded in the format (including every video on the Google owned Youtube).
Users are still stuck using Flash. Any Chrome user trying to view an H.264 video will have to use Flash as a 'middleman', slowing the process of moving away from Flash to HTML5 / native browser support for video.
This isn't about
enabling open innovation at all. This is about competiton with Apple in the mobile market and trying to make life as difficult as possible for them. Which is fine in itself, but not when it's being diguised as
There are licensing question marks around the WebM format. Promoted as completely open-source, there are reports that the WebM format may have licensing issues of it's own.
In the end I think despite both H.264 & Flash being proprietary technologies, H.264 is the better more transparent one for the user. The licensing cost is paid by the Browser vendors (let's face it, Google, Apple, Microsoft can afford it) not the developer or end user.
Created on Thursday January 13 2011 11:45 AM
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