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★ Why Can’t We Screenshot Frames From DRM-Protected Video on Apple Devices?

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Nora Deligter, writing for Screen Slate in June 2023, “Elegy for the Screenshot”:

About five years ago, Catherine Pearson started taking screenshots of every bouquet featured on The Nanny (1993–1999), the six-season CBS sitcom that was then streaming on Netflix. She was just becoming a florist, and she found the arrangements — ornate, colorful, and distinctly tropical — inspirational. She now keeps them in a folder on her desktop, alongside screenshots of flower arrangements featured on Poirot (1989–2013), the British detective drama. A few months ago, however, Pearson suddenly found that when her fingers danced instinctively toward Command-Shift-3, she was greeted by a black box where her flowers used to be, a censored version of what she had meant to capture.

It was around this time when streaming platforms like Netflix, HBO Max, Amazon Prime, and the Criterion Channel imposed a quiet embargo on the screenshot. At first, there were workarounds: users could continue to screenshot by using the browser Brave or by downloading extensions or third-party tools like Fireshot. But gradually, the digital-rights-management tech adapted and became more sophisticated. Today, it is nearly impossible to take a screenshot from the most popular streaming services, at least not on a Macintosh computer. [...]

For PC users, this story takes a different, and happier, turn. With the use of Snipping Tool — a utility exclusive to Microsoft Windows, users are free to screen grab content from all streaming platforms. This seems like a pointed oversight, a choice on the part of streamers to exclude Mac users (though they make up a tiny fraction of the market) because of their assumed cultural class. This assumption isn’t unreasonable. Out of everyone interviewed for this article, only one of them was a PC user.

Deligter’s essay has been sitting in my long (and ever-growing) list of things to link to ever since she published it back in 2023. I referenced it in my post earlier today re: Matthew Green’s entreaty to Apple to add “disappearing messages” to iMessage, and re-reading it made me annoyed enough to finally write about it.

I’m not entirely sure what the technical answer to this is, but on MacOS, it seemingly involves the GPU and video decoding hardware. These DRM blackouts happen at such a low level that no high-level software — any sort of utility you might install — can route around them. I think Windows still offers easy screenshotting of frames from DRM video not because the streaming services somehow don’t care about what Windows users do (which, when you think about it, would be a weird thing not to care about, given Windows’s market share), but because Windows uses a less sophisticated imaging pipeline. Or perhaps rather than less sophisticated, it’s more accurate to say less integrated. These DRM blackouts on Apple devices (you can’t capture screenshots from DRM video on iPhones or iPads either) are enabled through the deep integration between the OS and the hardware, thus enabling the blackouts to be imposed at the hardware level. And I don’t think the streaming services opt into this screenshot prohibition other than by “protecting” their video with DRM in the first place. If a video is DRM-protected, you can’t screenshot it; if it’s not, you can.

On the Mac, it used to be the case that DRM video was blacked-out from screen capture in Safari, but not in Chrome (or the dozens of various Chromium-derived browsers). But at some point a few years back, you stopped being able to capture screenshots from DRM videos in Chrome, too — by default. But in Chrome’s Settings page, under System, if you disable “Use graphics acceleration when available” and relaunch Chrome, boom, you can screenshot everything in a Chrome window, including DRM video. You can go to the magic URL chrome://gpu/ before and after toggling this setting to see a full report on the differences — as you’d expect, it turns off all hardware acceleration for video encoding/decoding, compositing, and more. You wouldn’t want to browse like this all the time (certainly not on battery power), but it’s a great trick to know for capturing stills from videos.

What I don’t understand is why Apple bothered supporting this in the first place for hardware-accelerated video (which is all video on iOS platforms — there is no workaround like using Chrome with hardware acceleration disabled on iPhone or iPad). No one is going to create bootleg copies of DRM-protected video one screenshotted still frame at a time — and even if they tried, they’d be capturing only the images, not the sound. And it’s not like this “feature” in MacOS and iOS has put an end to bootlegging DRM-protected video content. This “feature” accomplishes nothing of value for anyone, including the streaming services, but imposes a massive (and for most people, confusing and frustrating) hindrance on honest people simply trying to easily capture high-quality (as opposed to, say, using their damn phone to take a photograph of their reflective laptop display) screenshots of the shows and movies they’re watching.

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thepyrate
30 days ago
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100% agree on this. I used to do screenshots like this to share funny moments, technical effects questions, capture interesting background details for later reference, and now I can’t. The net outcome is that people find it harder to talk about and share their favourite shows amongst friends and on social media. It feels crazy to me that the owners of the content would even want this DRM.
Hobart, Tasmania
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Perhaps Acquiring Pixelmator Is Not About Competing With Photoshop and Lightroom, Per Se, but the Adobe Creative Cloud Bundle

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Zac Hall, writing at 9to5Mac back in May 2023:

Now that Final Cut Pro and Logic Pro for iPad are official, let’s talk about pricing. These apps coming out on a random day in May is surprising. Subscription pricing? Not so much. Nevertheless, pricing for these long overdue apps is interesting when you consider their Mac counterparts and the Apple One bundle.

First, let’s address the Mac apps.

How would Apple price Final Cut Pro and Logic Pro for Mac if they were released today? In the era of service revenue, Apple would almost certainly charge a subscription fee for access rather than a one-time fee.

Mac users have had years of free updates to Logic and Final Cut Pro after paying once for each app. In fact, Logic Pro X will be a decade old in July, and Final Cut Pro X turns 12 next month. The price of Logic Pro for Mac today ($199.99) is the same as four years of subscribing to Logic Pro for iPad, and Final Cut Pro for Mac ($299.99) will equal six years of paying for the iPad version.

The iPad versions of Final Cut Pro and Logic Pro are both priced the same: $5/month or $50/year. There is no bundle to get both at a discount.

I was a little surprised when Apple announced Final Cut Pro 11 for Mac two weeks ago and didn’t announce a switch to subscription pricing. Instead, it remains a $300 one-time purchase, and for existing users version 11 is a free upgrade. Whether you like it or not, subscription pricing is no longer the future, it’s the present, and it’s the dominant model for professional creative tools today.

Adobe made this switch years ago, with a particular emphasis on the Creative Cloud bundle that includes their entire suite of apps — Photoshop, Lightroom, Illustrator, InDesign, Premiere Pro, Audition, Acrobat Pro, and more. You get access to Adobe’s entire suite for $90/month, or $60/month if you pay annually ($720/year). They currently offer a first-year 50 percent discount if you pay annually. A la carte, subscriptions to each app cost $20–$23/month, so the Creative Cloud bundle is a good deal if you use three of them, and a great deal if you use more than three.

Apple clearly understands the appeal of subscription bundles too, with Apple One. Despite the fact that Apple didn’t switch to subscription pricing for Final Cut Pro 11 for Mac, I still expect them to sooner rather than later, and if they do, I further expect a bundle. Apple is never going to offer a swath of creative tools as broad as Adobe’s, but the biggest missing pieces right now would be alternatives to Photoshop and Lightroom. My gut feeling is that’s why they acquired Pixelmator and Photomator. They could sell a bundle for, just spitballing here, $20/month or $200/year that would include the Mac and iPad versions of Final Cut Pro, Logic Pro, Pixelmator, and possibly Photomator. Maybe throw in some extra iCloud storage.

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thepyrate
125 days ago
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Subscription would probably just nail the switch to Da Vinci Resolve for a lot. I’m one of the people who abandoned Adobe software when the subscription came in. I feel like this pendulum is going to swing the other way, increasingly everyone I know is angry about their subscriptions, how everything is trying to knock a few more dollars a month off their income and it’s adding up to big bucks. It’s fine when you can just cancel Netflix but for post production where things are already getting dire (go to r/editors for the world’s bleakest reads) the last thing we need is to be struggling to pay a monthly bill that we have to pay just to keep working
Hobart, Tasmania
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Nintendo Denies Bloomberg Report on 4K Development Kit for Switch

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Nintendo:

A news report on Sept. 30, 2021 (JST) falsely claims that Nintendo is supplying tools to drive game development for a Nintendo Switch with 4K support. To ensure correct understanding among our investors and customers, we want to clarify that this report is not true.

We also want to restate that, as we announced in July, we have no plans for any new model other than Nintendo Switch — OLED Model, which will launch on October 8, 2021.

What news report? This news report, from Bloomberg reporters Takashi Mochizuki and Olga Kharif. Quite the strident denial. It’s certainly possible Nintendo is lying here, or stretching the truth to the point of absurdity (like, say, if they supplied 4K Switch development tools in the past, but are not “supplying” them now).

We should know the answer soon — if Bloomberg’s report is simply wrong, I’m sure they’ll promptly issue a correction and retraction.

(“Big Hack” snark aside, here’s a theory that adds up: third-party developers are working on games for a 4K-capable Nintendo gaming console, which console is probably Switch-like and will play Switch games, including updated 4K versions of existing Switch games, but that new console (a) is not imminent, and Nintendo doesn’t want to Osborne the actually imminent Switch OLED in the meantime, and (b) will not be called a “Switch”.)

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thepyrate
1279 days ago
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My take is Nintendo have had a Switch upgrade in hand for some time, but with the chip shortages not abating they instead chose to release the OLED Switch as a mid-cycle upgrade instead which will continue using many of the components Nintendo likely has plenty of supply of. Nintendo have a very long history of denials even in the face of overwhelming evidence, even to the point of issuing denials for products they announce the following week. Nintendo denying something is just par for the course honestly.
Hobart, Tasmania
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Joanna Stern on the Best 20W USB-C Charging Adapters

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Joanna Stern, writing two weeks ago for The Wall Street Journal:

If you loved Apple’s 5-watt charger for its cute design that didn’t block multiple power outlets, get ready to be happy: You can now get four times the power in the same size brick.

The Apple 5-watt took nearly two hours to charge my iPhone 11’s battery to 50%. The 20-watt $20 Aukey Omnia Mini and Anker Nano took just 30 minutes. (Apple’s just released $19 20-watt charger should be just as fast, but I haven’t tested it yet.)

I bought an Anker Nano back in April, and at the time, it was only 18W. Anker recently updated it to support 20W, which, I think, means the updated ones will support Apple’s MagSafe inductive charger at the maximum 15W capacity.

What I don’t understand is why Aukey and Anker’s 20W chargers are so much smaller than Apple’s. They’re not just a little smaller, they’re a lot smaller — and about half the weight of Apple’s. They really are just a wee smidge bigger than Apple’s classic dice-sized 5W charger.

So what’s the deal? Are Anker and Aukey just better at making chargers than Apple? Is Apple’s so much bigger because it’s cheaper to produce that way? Or is Apple’s better in some way that necessitates it being bigger that I don’t understand? Because unless I’m missing something there’s no reason not to buy the 20W chargers from Aukey and Anker instead of Apple’s.

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thepyrate
1615 days ago
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Almost certainly that GaN chargers are more expensive and possibly more difficult to mass produce. Apple made a gajillion 20W power adapters if my local electronics store is anything to go by (literally a tub chock full of them by the registers). I think if Apple could mass produce GaN chargers on the scale they need they’d obviously want smaller, more awesome chargers. But much like how supposedly iPhones don’t have periscope telephoto lenses because the scale to manufacture them doesn’t exist, I’d say Apple is making old style chargers because they have the capacity to do so.
Hobart, Tasmania
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Google Announces Stadia, Streaming Video Game Service

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Phil Harrison, vice president and GM of Google Stadia:

Using our globally connected network of Google data centers, Stadia will free players from the limitations of traditional consoles and PCs.

When players use Stadia, they’ll be able to access their games at all times, and on virtually any screen. And developers will have access to nearly unlimited resources to create the games they’ve always dreamed of. It’s a powerful hardware stack combining server class GPU, CPU, memory and storage, and with the power of Google’s data center infrastructure, Stadia can evolve as quickly as the imagination of game creators.

They have a custom game controller too, which from the outside looks a lot like a Sony Dualshock. The innovation is that the controller isn’t a peripheral to a local device — it connects by Wi-Fi to the Stadia cloud.

Streaming high-performance games over the internet sounds like something that could never compete with a local device, but no less an authority than John Carmack vouches for it in principle.

It’s worth pointing out too that this is a very Google-like strategy, where your device doesn’t really matter, only the cloud service.

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thepyrate
2204 days ago
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Stadia will be to Xbox/Playstation/Nintendo X what Google+ was to Facebook/Instagram.
Hobart, Tasmania
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Turbo Boost and the iMac Pro

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How much of a performance bump do you get from Turbo Boost?
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thepyrate
2478 days ago
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For all the naysaying about poor thermal performance I’ve found my iMac Pro maintains near constant turbo, even on long renders (after 4 hours at 100% CPU it remained at Turbo clocks with a temp around 90°). Running CPU and GPU bound tasks the CPU would dip to stock clock but never below, and usually dipped briefly and returned to turbo. I have the 14-core and have seen maximum turbo speeds on occasion. It is usually able to stay around 4GHz except on longer renders or CPU+GPU.

Most impressively it remains whisper quiet.
Hobart, Tasmania
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