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Windows 11 New Media Player Uses 3.5x More RAM, Charges for Popular Video Codecs

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Re: Windows 11 New Media Player Uses 3.5x More RAM, Charges for Popular Video Codecs

#91
post #16

Removing HEVC support wasn't their choice but probably stems from the licensing pools increasing their prices [1]. Windows media player probably sees very little usage nowadays and probably even less for HEVC, when most content playback happens via streaming and browsers today. As for the RAM increase, well that's probably a consequence of the general trend of doing frontend engineering via JS/TS instead of using OS…

Wouldn't HEVC licences already be paid by the hardware/gpu vendors on most devices? And Microsoft just exposes api for that hardware? Is this just for a purely software implementation of it?

Nah. Search for "Nokia h264" and see for yourself how they've sued like every single vendor in recent years, because they want to double dip.

Re: Windows 11 New Media Player Uses 3.5x More RAM, Charges for Popular Video Codecs

#92
post #43

Earlier quoted context omitted.

There is no nuance in 400%...

Of course there is. If it increased from 1MB to 4MB, that would definitely be insignificant

That's how it started though, it's a slippery slope :\

Re: Windows 11 New Media Player Uses 3.5x More RAM, Charges for Popular Video Codecs

#93
post #2

Is vlc still popular and widely used or is there a new 'kid' in town?

Well there's an old kid in town, MPC-HC is still being maintained[1] to the great joy for us who dislike the VLC UX. [1]: https://github.com/clsid2/mpc-hc/

If mpv on Linux and MPC-HC on Windows, what is recommended on macOS?

Re: Windows 11 New Media Player Uses 3.5x More RAM, Charges for Popular Video Codecs

#94
post #16

Removing HEVC support wasn't their choice but probably stems from the licensing pools increasing their prices [1]. Windows media player probably sees very little usage nowadays and probably even less for HEVC, when most content playback happens via streaming and browsers today. As for the RAM increase, well that's probably a consequence of the general trend of doing frontend engineering via JS/TS instead of using OS…

It doesn't use JS/TS, it's a reskinned Groove Music and is all either C++ or C# (I think C#) + UWP/WinUI2 XAML

Xbox Music in Windows 8.x was actually web tech based, but was rewritten into C# and XAML when it was turned into Groove Music in Windows 10

Re: Windows 11 New Media Player Uses 3.5x More RAM, Charges for Popular Video Codecs

#95
post #2

Is vlc still popular and widely used or is there a new 'kid' in town?

mpv is really good but a little light on the GUI; I recommend VLC for most people

mpv is great for scripting, though.

Re: Windows 11 New Media Player Uses 3.5x More RAM, Charges for Popular Video Codecs

#97

I kinda have to hand it to Microsoft for dogfooding vibecoding with Copilot to such an extent. You can't say they encourage their customers to use a bad solution while doing something different in-house.

This app is a reskinned Groove Music, it was mostly written back in the early Windows 10 days (2014-2017) and long predates Copilot/etc. Even the Windows 11 rebrand as Media Player (2022?) predates that stuff, and it's barely been touched since then.

Re: Windows 11 New Media Player Uses 3.5x More RAM, Charges for Popular Video Codecs

#98

This article is likely AI slop, none of this is "news" and I'm pretty sure that this is just factually Not Accurate. Windows 11 is not shipping a new media player, it has the same one as it has since Win10. Codecs have like HEVC/H.265 always cost a very small amount of money, in order to pay patent owners. Again, it has done this for years now.

The rebrand of Groove Music to Media Player was a Windows 11 thing, so it sort of did ship a "new" media player. It also still ships the old one though (as "Windows Media Player Legacy")

Re: Windows 11 New Media Player Uses 3.5x More RAM, Charges for Popular Video Codecs

#99

Didn't they just publicly make an apology for enshitting Windows over the last years, and committed to go back to building native app? I understand that project might have started way before the public statement but it really doesn't look good from a PR standpoint.

The Media Player the article about is a fully "native" app though (at least if you count C# as native). The Windows8.x version (Xbox Music) was web tech based; it in turn was a reskin/UI-layer-rewrite of Zune (which was C++), so they've already gone through a whole cycle of native->web->native with this. (The "new" Media Player still identifies as "ZuneMusic" in packaging metadata!)

Re: Windows 11 New Media Player Uses 3.5x More RAM, Charges for Popular Video Codecs

#100
post #16

Removing HEVC support wasn't their choice but probably stems from the licensing pools increasing their prices [1]. Windows media player probably sees very little usage nowadays and probably even less for HEVC, when most content playback happens via streaming and browsers today. As for the RAM increase, well that's probably a consequence of the general trend of doing frontend engineering via JS/TS instead of using OS…

The modern native frontend APIs aren’t exactly lightweight themselves…
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