Andrew Kolakowski wrote:I'm not that good with this licensing needs- when you do it yourself it's different.
you are right, this licensing/royalty issues are the real problem! realizing better mpeg support isn't so much a technical question, but more a challenge for the legal department of companies. in this respect, it doesn't make much difference, which particular SDK/libraries you choose. only the few operating system component based solutions may offer some advantages in this respect. and even there, i would see it more as a kind of quite questionable pragmatic protection by big players and their extensive patent/stock portfolios, than a principle solution.
sure -- h.264 has become a very important codec. we may see some really good open and royalty free alternatives (eg.
AOMs AV1) in near future, but h.264 and its hardware based implementations in actual cameras will go along with us for quite a while.
from a technical point of view, utilizing x264 would have some advantages. the resulting image quality of encoding would indeed look better, but x246 also has it's flaws. i don't have to tell you about all the troubles related to its 8bit heritage and the bad support for any scenarios deviating from typical media player and streaming file format converters. more optimized random access to frames and decoding for backward playing, as needed by NLEs and suchlike, is just as bad supported in this free alternative as in most other commercially available solutions.
concerning my references to autodesk flame, i think, you didn't get my point. it's not just stupid namedropping, when i mention this software. autodesks remarkable decision, to outsource codec support to third party suppliers, is only one reason, why i pointed to it. it's a very interesting example in some other respects, too. eventrough i agree with you, that it looks quite ancient in may ways. nevertheless it's also a very impressive source of stimuli, revealing, how things can by done in an uncommon fashion. in contrast to davinci resolve there are extensive technical documentations available for the flame family products, which let you grasp a lot of insight concerning its internal structure and APIs. if your interested in media software development, this is an incredible treasure of clues. in some respects it often feels like studding historic documents. e.g. the StoneFS layer, i.e. the internal frame store representation -- yes, on a first sight, it looks like a remnant of the stone age. you may ask yourself: does it really make any sense, to handle things like that, nowadays, where storage devices have become much faster and efficient? but after a while submerging into this strange sphere, it also opens the mind for quite uncommon new kinds of solution for actual challenges in software development...
i dimly remember some software using FUSE to translate image sequences and video files somehow invisible to the user and his preferred software in the background. sure, this isn't the most efficient and high performance solution to this task, but it's an interesting alternative, which can be realized quite easy on linux and mac os. it doesn't need any modifications of existing end user software and also solves the necessary process division between free and closed source software as required by the GPL. i think, this could seen as one of the most promising approaches, to realize your suggestions. in fact, it wouldn't be just an improvement for resolve users. it would open the same new capabilities to a lot of other commercial products, which show similar compromises concerning h.264 handling, just as well.