- From: Florian Bösch <pyalot@gmail.com>
- Date: Mon, 10 Jul 2017 21:27:38 +0200
- To: Kieran Farr <kieran.farr@gmail.com>
- Cc: David Singer <singer@apple.com>, "Bassbouss, Louay" <louay.bassbouss@fokus.fraunhofer.de>, "public-webvr@w3.org" <public-webvr@w3.org>, "Pham, Stefan" <stefan.pham@fokus.fraunhofer.de>
- Message-ID: <CAOK8ODiKCVVc0WH-QM9GFqk6eGom0ahe0pqZxC04VL3V-6XPng@mail.gmail.com>
Just for reference of what I'm talking about. Google got hit with a record $1.1b fine for an infarction. That's about 0.1% of their market cap, 1.2% of their annual revenue and 11% of their profit. Extending the time of violation by the content industry by 500%, the region of impact by 1000% and projecting onto an estimated $300 billion or so revenue, that means fines in the region of $200b or so would not be disproportionate. On Mon, Jul 10, 2017 at 9:06 PM, Florian Bösch <pyalot@gmail.com> wrote: > Oh and I forgot to add 360° video for instance. Which youtube (and others) > implement with WebGL of course. It's never a terribly good idea to put a a > byzantine consortium making technical decisions in the way of those who > want to create good and innovative things. The inevitable effect is that > good and innovative things don't happen. Eventually the law will catch up > to the fact that DRM is just used to stifle innovation, erect barriers to > entry and exclude the competition. And when it does, all those who signed > those contracts will be as much on the hook as the content industry who > pushed DRM on everybody in the first place. I would be pretty uneasy if > there was a possibility my company could be found liable for an antitrust > violation of epic proportions, even if only a tiny fraction of that > liability would stick to any one defendant. > > On Mon, Jul 10, 2017 at 8:54 PM, Florian Bösch <pyalot@gmail.com> wrote: > >> On Mon, Jul 10, 2017 at 8:22 PM, Kieran Farr <kieran.farr@gmail.com> >> wrote: >>> >>> >>> - The concept of a restricted Video Layer that supports existing >>> web-based video DRM schemes would be a reasonable solution for most legacy >>> publishers looking to get their "feet wet" with VR. I think this is a great >>> idea and would kickstart many WebVR enabled sites -- especially if it can >>> piggyback nicely off of the HTML5 video element's existing "goodness". >>> Those that wish to make use of more advanced WebVR / 3D pipeline features >>> would need to weigh that against their contractual rights for content >>> access. >>> >>> I think that's pretty useless, for the same reasons that Facebook/Oculus >> felt it was pretty useless, and a few reasons on top of that. >> >> - No mipmapping (hurts viewing fidelity overall, but also disables >> ambient light effects) >> - No anisotropy (hurts viewing fidelity) >> - No syncing of video content and WebVR content >> - No audio integration with anything attempting to do spatial audio >> - No way to handle subtitles and the like in a VR friendly fashion >> (at a proper place maybe outside the video frame, with a proper VR oriented >> text rendering solution) >> - No shading/integration with the rendering pipeline. That also means >> no effects on the video surface used for UI or aesthetic reasons >> >> For anybody unfamiliar with the need to read out textures for rendering, >> please see this WebGL experiment: http://alteredqual >> ia.com/three/examples/webgl_deferred_arealights_texture.html >> >> Ultimately, if you want good applications, those applications need to be >> able to work with the data they're supposed to operate with. If you can't, >> what you get is crap. This is a recurring trend throughout all DRM. It >> degrades user-experience for legitimate uses, while it does nothing to >> prevent illegitimate uses. The race to "ultimate DRM" is a race to quality >> rock bottom. >> > >
Received on Monday, 10 July 2017 19:28:13 UTC