> On which platforms? As I said, I’m not talking about
> Windows *at all* here.

It uses an appropriate renderer for the platform, which by default would be GPU 
accelerated. (I don't feel like looking up the names for each one right now 
though...)

> …yes. It does it backwards. Given a focus on rendering
> video (and
> overlaying limited-movement sprites atop video) it makes
> far more
> sense to convert everything to match the video and
> composite that way,
> rather than converting frames of rapidly-changing video to
> RGB for
> output (usually via some device with a path optimised for
> non-RGB
> video rendering)

The reason this happens is because different video cards vary vastly in the way 
they treat YV12 (especially considering flash's wide range of machines/dirvers 
that it runs on). It's very difficult to get a consistent result without going 
through an established API so RGB is used instead.

> > <video /> doesn't have a proper method for
> specifying the buffering time. This means it can't formally
> support any of the modern video buffering features (such as
> HRD in H.264). Also the ogg container format doesn't have
> any index making the "official" method through javascript a
> non-starter.
> 
> It’s early days, but it’s already significantly more
> promising than
> Flash has been for quite some time now.

Forgot to say this makes streaming that doesn't stop-start near-impossible.

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