Well I guess that depends on what you mean by release. I am taking this to mean a license for MPEG2 Hardware decoding will not be made available for the OUYA. Though I would not take this to mean it would not make it into any future OUYA devices, should any exists.
I was going to ask the same thing about mPeg2, but since there is some liscencing issues I assume with the 'Big M$' and to keep costs down it makes sense..and that reason is good enough for me.
I was going to ask the same thing about mPeg2, but since there is some liscencing issues I assume with the 'Big M$' and to keep costs down it makes sense..and that reason is good enough for me.
It is not an issue with, what I can only assume was meant to be, Microsoft. Instead it is a licensing issue for the ability to use the hardware decoding part of the OUYA that would allow for MPEG2 Hardware decoding. This is a standard issue, one that can be handled with out passing the costs on to everyone as laid out by the Raspberry Pi.
Kepping the feature option is great, but not allowing users to have access to it at all just seems like a waste.
Something to keep in mind when it comes to encoding/decoding licenses as it can easily go up to 100k per month and a set rate for every console shipped plus a factor of the number of users plus a tally of every encoding and decoding operation times some number. The licensing fees are defined by each codec encoder and decoder independently.
There's an XML file that defines which encoders and decoders are active.
We can't just turn these on without incurring additional licensing fees.
Modders would need to build their own custom AOSP and handle the licensing fees.
That's a way to go.
Look up the terms of use on each license and you'll see what I mean.
There are open formats like WP9 which offer free decoding, but the hardware encoding licenses are steep.
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OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].
There's an XML file that defines which encoders and decoders are active.
We can't just turn these on without incurring additional licensing fees.
Modders would need to build their own custom AOSP and handle the licensing fees.
That's a way to go.
Look up the terms of use on each license and you'll see what I mean.
There are open formats like WP9 which offer free decoding, but the hardware encoding licenses are steep.
OUYA Inc | Android Developer
Skype: tgraupmann_prey
http://github.com/ouya/docs
http://github.com/ouya/ouya-sdk-examples
Check out the latest docs for your game engine: [setup] [adobe air] [android] [clickteam fusion] [construct 2] [corona] [libGDX] [game maker] [html5] [marmalade] [monogame] [unity] [unreal]
Use caution when setting [persistent wireless mode].