The important thing is, is your code good? We care about excellent code. We don't care who you are. Like maybe you're a dog. I don't care, right? I don't care where you come from. I need to look at your code. Oh, yeah, but I'm an engineer at this very large company in Italy, in Germany, in the US. We don't care. We care about the quality of your code because this is what defines our community, and which means that we have a lot of people who contribute who are some very different backgrounds and very introverted. Sure. But that's okay, right?
FFmpeg is probably one of the biggest CPU users in the world. Everything we've just said in the past couple of minutes, every sentence is someone's lifetime's work. There are books about every sentence. So the level of complexity in many cases is inordinate.
FFmpeg has one hundred thousand lines of assembly for all the codecs.
And just this one has two hundred and forty thousand. Every cycle matters. We are talking about probably three billion devices which are going to decode video nonstop because, for example, thirty percent of the video from Netflix is now in AV1, fifty percent of YouTube.
This is what peak video codecs should look like. Seventy-nine point nine percent assembly, nineteen point six percent C, and zero point five percent other.
And what's incredible is with those tweets, which is factual, people get crazy.
For the last two years, they go crazy. No, intrinsics is fine. The compiler—
You can optimize your compiler. Auto-vectorization, it's your fault. You don't understand. And we've tried that forever, right?
For two years, and two years later, showing hundreds of examples of handwritten assembly. No, no, no, you're doing it wrong. The compiler can do this.
The intelligence agencies tried to, like, say, "Can you put a backdoor in VLC?"
No. Well, I was a lot less polite.
Basically saying, "Hell no."
Like, if we had to compromise our software, we would shut it down. This is clear.
Any tweets, Kieran, you regret?
Or is it like that, how does the French song go? Regret nothing.
Don't regret anything. No, it's because regrets are attacks on your mind.
The following is a conversation all about FFmpeg and VLC with Jean-Baptiste Kempf and Kieran Kunhya. FFmpeg is an open source software system that is the invisible backbone behind YouTube, Netflix, Chrome, VLC, Discord, and basically every platform that touches video or audio on the internet. It can decode, encode, transcode, stream, and play almost any video or audio format ever created. To me, it is one of the most incredible software systems ever developed, and it's all done by volunteers.
VLC is also a legendary piece of software. It is an open source media player that plays basically anything you throw at it, any format, any platform, no ads, no tracking. It has been downloaded over six billion times, and again, for me, it has been one of my favorite pieces of software ever, with the most legendary logo, which I, of course, had to honor in this conversation by wearing the VLC traffic cone hat the whole time.
So again, above all else, thank you to the incredible volunteer engineers who put their heart and soul into this code that has been used and loved by billions of people. Thank you. And about the two great engineers and human beings I'm talking to in this episode, Jean-Baptiste is the president of VideoLAN and is a key figure behind VLC and FFmpeg. Kieran is a longtime codec engineer, FFmpeg contributor, and the man behind the now infamous FFmpeg account on Twitter/X that I recommend everybody follow for the memes and for the unapologetic celebration of open source and great low-level software engineering.
Let me also say that it's inspiring and humbling that so much of modern civilization rests on software built by people who are not chasing fame or money, but are obsessed with the craft of engineering. We live in a world where billions of people consume video every day without ever thinking about the invisible machinery underneath it. But that machinery matters. Open source infrastructure matters. It is one of the great examples of human beings quietly collaborating across borders to build something useful, durable, and elegant for the rest of us.
And so this conversation is not just about codecs and media pipelines. It is also about the deeper spirit of engineering and generosity that makes projects like FFmpeg possible. Again, I can never say it enough. Thank you. This is the Lex Fridman Podcast. To support it, please check out our sponsors in the description, where you can also find links to contact me, ask questions, give feedback, and so on. And now, dear friends, here's Jean-Baptiste Kempf and Kieran Kunhya.
So the legend goes VLC can open everything. What's the weirdest thing that you know that it can open?
You know, there is a ton of people who are using VLC to record VHS videos, right? Like, it's just like you plug it with a capture card and you can basically record VHS video.
Well, how does that work?
Basically, it's, you know, those type of capture card where you can put a Peritel in or RCA, and you put that, and actually VLC can play those type of cards, and there is a module which allows to control directly some of those VCR camcorders. We support DVD audios lately, right? We spent the summer working on DVD-Audio support, and like there is no, no one's making any DVD audio support. There is a custom encryption schemes.
Oh, yeah, and there is of course all the weird codecs support, game codecs supported by FFmpeg.
The one Star Wars video game, the first ten-second opening sequence, someone has gone and implemented that and made sure that's bit exact on one disc that existed at one time of one little sequence in the game.
And then funnily, there was a... At one VideoLAN conference, we made a competition to make the weirdest and most horrible file ever and see if VLC could play it.
What did it end up being? What's the file?
It was an MKV file made by Derek, which each of the frame was changing resolution, aspect ratio, rotation, and it was like—
Yes. And there was another one where the whole video was actually animated subtitles, right? SSA, right? So—
Yeah. I remember that, yeah.
And so each frame was a black frame, but on top of that there was a subtitle that was animated for each frame.
There was a file that's a valid ZIP and a valid MP3 at the same time or something like that, so.
So yeah, we'd made a competition of stupid files.
And it worked. It opened all of the stupid files.
By the way, for people who are not familiar, I am wearing a hat. Would it be fair to say this is the best worst logo of all time, the cone?
Yeah, by far, right? The logo of VLC is so iconic, right? Like we are a team with a small number of people and the icon is known everywhere. I go to middle of nowhere in India or in China, people know the cone, right? And 25% of the website traffic that comes to our main website is cone player, right? So, so many people don't know VLC, right? They know the cone player.
That's the thing they Google for is cone player.
Yeah. They go on Google and they put cone player and they download VLC, right? So that's iconic. And once we tried to change it as a joke, right? We said it was going to be a type of caterpillar construction and we said that during April 1st, and we had around 10,000 emails saying, "No, don't change the logo," and so on, right? So it's so iconic, right? It's so distinctive, right? If you want to do a video player, you're going to put a play button on a TV, right? And that's a YouTube logo, right? It's unoriginal. This one is orange, right?
It's very bright and it's weird.
And it's ridiculous and it's absurd and it's hilarious. It becomes meme and meme becomes culture. Yeah.
And you keep it and you know about it and you know that in 20 years, like you still have, going to have the cones and remember, oh yeah, that was a video player.
Yeah. And we'll talk about, you know, the mission of FFmpeg being a kinda the archival aspect of it. So you can think about 1,000 years from now we'll have all these videos that only VLC can open. Humans, human civilization has already destroyed itself multiple times and the only thing that will remain is this like, you know, the cockroaches will be crawling around and it'll be the VLC logo with some of the archival footage that VLC can open. And the aliens will show up and they'll press play and they'll get to see it all 'cause—
Well, really, really hope so, right? But there is also so many memes where people say, "Well, I'm sure I can put a pancake inside my DVD drive and VLC will play it." Like—
No, we tried. It doesn't. But we actually have a video of us trying that. Didn't work.
A codec for physical reality, I don't know what that would even look like.
There was a guy who did that, right? He printed a small cone, right? Like the ones we distribute as goodies and inside he put an RFID chip which was his way of playing a movie, right? And so he put this on a RFID player and when he put that it was playing like The Last Star Wars and so on. So instead of having like DVD boxes, he had like VLC cones all around and he plugged that and that was like physical objects.
So the thing that we're talking about is everything around video codecs, video encoding, video decoding, video streaming, video player client that I'm wearing on my head, the entire ecosystem enabling free media. We'll talk about FFmpeg, we'll talk about VideoLAN, VLC and all the other incredible video technology that is used probably by billions of people. So JB, you're the lead developer behind the legendary VLC player. Kieran, amongst many other things, you're lead developer behind the legendary FFmpeg handle on Twitter. And both of you have spicy opinions I would say. So today we wanna talk about FFmpeg and VLC.
For context for people who are not aware and I'm sure basically everybody listening to this have used these two technologies probably regularly without knowing it. So FFmpeg underlies basically most video on the internet including YouTube, Netflix, Chrome, Firefox, of course VLC and countless other video platforms. It is estimated that over 90% of video processing workflows online and offline involve FFmpeg. VLC has been downloaded at least 6.5 billion times. But likely that number, 'cause it's impossible to really count the number is much higher than that. Virtually any operating system supports virtually any media format. The limitation being it can't open pancakes. So, can we just lay out some of the basics to help people understand what's involved in all of this? So when we press play on a video player like VLC, what happens? How does it go from the file or the stream to the pixels on the screen and the sound on the speaker? What are the big stages to be aware of?
So there are several stages, right? The first stage is to get from an address, right, which is the type of URL, to give you a byte of streams, right? So this would be, for example, HTTP, file, DVD, right? You give the path to the media, and it gives you a stream of data.
The stream needs to be cut up by what's known as the container, the demultiplexer or demux. We'll try and keep the jargon light throughout this, but it needs to go and start demarcating video and audio frames. So it just gets data from the operating system blocks at a time and needs to start cutting these frames up into compressed data. It then needs to start doing simple parsing of the video frames, mainly to figure out whether that codec is GPU decodable or needs to fall back to software. We're very sort of used to assuming the GPU will play all of these things. There'll be hardware acceleration. I think it's up to forty-five percent of files are not GPU decodable. So these need to be probed. They need to be detected. There can be variants of a given codec, some of which are decodable on the GPU. Different vendors of GPU might have different capabilities, so those need to be detected. So if it's GPU capable, you pass it through to the GPU black box. So now if there's a software fallback, that means in the beginning is to first do deentropy coding, so removing the mathematical coding of the bit stream. So this uses capabilities such as Huffman coding or arithmetic coding to actually decompress the mathematical layer of the bit stream. We then need to start reading the syntax elements for intra prediction. So intra prediction are like still images of the video, so your I-frames. So this works and operates in the spatial domain. So you do your intra prediction in spatial domain. You have a residual because your prediction isn't quite matching that of reality. So you've made a prediction, but then there's a little bit left, and that's what's known as the residual. This is stored in the frequency domain, and these are quantized to decompact their space. We then need to do the inverse transform to bring them back to the spatial domain and apply these residuals.
So a lot of the process of the decoding is this thing is compressed. And you have to predict the highest quality thing that's supposed to go there. I-frame is the best representation you have spatially. And then there's a lot of temporal compression that can happen depending on the codec, and then you're predicting. You're predicting what the reality that was captured in this rawest form.
Yeah, because what people don't realize is that the compression on video and audio is one hundred times, right? Like, people don't realize how compressed we do, right? For audio, you move, you compress by, when you go from normal audio to MP3, you compress by ten times, right? When you move to video, you need one hundred times, two hundred times, right? So you need to remove all the details, but that you don't care about because all the compressions that we do, and that's very important, people forget about that, is to be viewed by humans, right? So all the codecs, either for audio, mimic basically how your ear works, right? And a lot of things about, like, the response on the ear and same for your eyes, right? And so, for example, on video, we don't work on RGB, right? Everyone expects to work in RGB. We don't, right? We move to YUV, which is basically one is luminance, brightness, and the other are colors. And this matches your eyes, where inside your eyes you have the cones and the buttons, right? With some of them look on brightness and more on the other on colors, right? So we need to compress a lot, and so we need to degrade. But in order to degrade, we need to match the human perception, and this is why it's so difficult. And then we need to use the maximum power, mathematical power, very complex technologies. We move to the frequency domain, as Kieran said. We do a ton of dequantizing, in order to get the best compression, but it still looks good.
You're trying to compress in order to maximize the highest quality thing for human perception.
That is correct. And this is very important, right? Compression is not like a ZIP, right? A ZIP, you have data in, you get data out, right? And you try with all the ZIP compression to arrive with the limit. Here we are degrading the signal, right? And so we need to degrade both the audio and the video signal in the best way possible. And we can do that, but it involves, first, a lot of theoretical knowledge about how the eye works, but a lot of mathematical change, a lot of mathematical tricks, right? For example, when you move to RGB and you do go to YUV, for example, what we do very often is that we scale down the resolution of the color compared to the brightness. And most of the time, just this without compression, it divides the size by two, but most people don't see it, right? And so on and so on, right? And then you go to very complex mathematical change. So of course Fourier transforms, which de facto are not Fourier transforms, they are like discrete cosine transform, but that's the same idea. So frequency domain we split the video by blocks, right? So that's why when it's wrongly decoded, you see those blocks and badly encoded, you see those blocks, and so on, to arrive to compression states that are insanely high, right? And each generation of the codec is like thirty percent less for the same quality, right? And this requires amount of power of computational power that is huge.
No, no, but you should elaborate. It's thirty percent better, but an order of magnitude, perhaps, perhaps even two orders of magnitude more compression power. That's the big difference.
What do you mean by compression power?
Sorry, CPU power to achieve that level of compression.
Oh, yeah. So you have to be able to leverage the CPU and sometimes GPU, like you mentioned. And then we should mention that a lot of this programming is done at the lowest possible stack, whether it's C and of course, as the legendary Twitter handle re-emphasizes over and over, a lot of assembly.
So what happens globally is that you have an address, right? Which gives you with the operating system, a stream of bytes, a stream of data, right? And this is the first step. And the second step arises with demuxing, where you're going to separate audio, video, subtitle in type of different tracks. And then on each of those tracks, you're going to decompress them, decode them, either audio with an audio codec, video to video codec, and subtitle to subtitle codec. And once you've decompressed those type of things, you have raw images, raw, and then you're going to talk with your graphics card and your screen and display that. And same for the audio, you're going to talk to your audio card, which then is going to go in analog to your audio speakers.
And everything we've just said in the past couple of minutes, every sentence is someone's lifetime's work. There are books about every sentence. So the level of complexity in many cases is inordinate. You know, it's... Every sentence has thousands of people working on this in industry as a whole, books written about it. So there's a lot of detail, there's a lot of subtleties, there's a lot of both academic and practical realities, both of which matter.
We mentioned codecs, but I don't think you mentioned containers. So what are the actual containers for some of the stuff we're talking about? So people are familiar with MP4, MOV, MKV. So anyway, what are containers versus the thing that goes inside?
So the container is what we call also the muxer, right? When I say demuxing, it means decontainerizing, right? So actually, if you look, mux means multiplexer and demultiplexer, right? Mux and demux are those. And same, a codec is actually coder, decoder, right? And so containers are this collection of multiple tracks, right? So it's what normal people call the file format, but it's a bit more subtle than that. But the most known one, of course, is MP4, but when I started, it was AVI, right? AVI was the video format from Microsoft, and MOV, M-O-V, which became MP4, was a format from Apple. In the open source community one of the person that is still active on VideoLAN is called Steve Lhomme and started this Matroska format, which is, like, a bit more complex and more future-proof. And there are so many others.
So, I mean, it's a pretty common thing, and maybe it'll even happen in this conversation, that people confuse container and the codec, right? So confuse MP4 and H.264, for example. Is that a horrible violation?
No, it's not, because technically the name of H.264 is MPEG-4 Part 10. Because MPEG-4 is actually a meta specification which has several things in it, right? There is the Part 2. So there is, like, audio codecs, right? AAC de facto is MP4 audio something. There are actually several video codecs, right, inside the MPEG-4 specification. One of them is MPEG-4 Part 10, called also AVC, called also H.264. Right? So it's completely the fault of the industry to make things difficult to understand. So that's very difficult so that people then don't understand why sometimes you talk about MPEG-4 Part 10, where you mean H.264, and why it's not MP4.
So you can technically shove in all kinds of different codecs inside containers and horribly so.
But broadly speaking, though, MP4 is understood to generally be H.264 plus AAC audio. 99% of the time that's that, and that, the rest are de minimis, the small effects, you know, edge effects really compared to that. So it's not the end of the world. There are people who do get annoyed by that. But also in reality, something like VLC, just to point out, the file may say .MP4, but it may be something completely different, and that's one of the challenges both FFmpeg and VLC have is the real world is a completely different place to a three-letter file format.
And this is very important to say, right? Like, for example, in VLC and in FFmpeg, we discard the file format, right? We look into the file to understand what's in it because so many people, like, they say, "Oh, it's a video, it should must be MP4," but technically it's an MOV or maybe it's a MKV, right? So we analyze in real time everything that we have, and we don't trust the format.
So what information does the fact that it's .MP4 give you?
It helps, right? It gives you a hint, right? Just like, oh, it's finished by .MP4. I will start first by opening, probing it with the MP4 container demuxer to see, well, it should be that. But I don't trust it, and if I'm lost, I say, "Okay, maybe I'm going to try it." So it bumps the priority of the module.
So how do you get to... just to take a bit of a tangent there. You know, the dumb thing is if you try the MP4, but it turns out it's a different codec than you would have expected, most players just break there.
And so how do you not break? There's just philosophically, I'm sure there's a bunch of stumbling blocks along the way where it's easy to just break and stop, freak out. That's it. How does VLC not?
This is why VLC is popular. But the reason is because actually VLC was, is just a client of a streaming solution called VideoLAN from a very long time ago, from the late '90s. And when you're playing video which are on UDP, right, in network, they might be damaged, right? So you don't trust your inputs, and this is very important into the security is that you don't trust your inputs. So everything in VLC is prepared to work with broken files. And it's a philosophical idea from the beginning, and everything is engineered into that. And it's a culture, right? And so, for example... And VLC became very popular on that because a long time ago when people were pirating content which they do a lot less today—
And none of us ever have—
No, of course not. The metadata to play some files like AVI is at the end of the file, right? And when you're downloading, you don't have that, right? So VLC was just like, "Hey, this file is broken, but I'm still going to try to interpret it," and this was very useful.
We hinted at the awesomeness of the various different stages. We hinted at the awesomeness of codecs, the depth and the richness and the complexity of everything involved there. What— Let's try to define what is a video codec? What's involved there? What does it mean to compress something? You already started to hint at it, but can we elaborate a little bit more?
So there's a huge amount of redundancy in any video both spatial and temporal, and the point of any video codec is to remove this redundant data, use mathematical properties as part of this reduction process. So more often than not, using several orders of magnitude more compute to compress because that's more costly versus both costly both financially and in CPU resources versus the decompression. So it's asymmetric in that respect. Often the case because compression is done once, but there could be lots of viewers of another file. So to take that information and compress it by 100x, 200x, removing redundant information and using mathematical properties to make that small, but also have properties such as error resilience. So as JB suggested, VLC in the beginning was used to play UDP network feeds, and UDP network feeds lose packets. And so some of the design goals of a codec is also to be recoverable. You need to actually be able to join a stream. It's not necessarily a file. You need to join, get on the decoding process, and start decoding.
And to give a more image to people who are not familiar, right? Like, when you're going to see any type of movie, right? You're going to see the camera is going to pan, right, and travel. And you realize that, for example, all the background is the same from, for, like, a minute, right? Or thirty seconds, right? So you can reuse the cloud that you see on the background, you can reuse that from a frame to another, right? And so it's, gets the more, the more memory you have, the more power, the more comparisons you can make, right? And so the more compressed you can be. And most of the modern codecs are basically doing that.
So just to make it even more explicit. So what is video? Video is a bunch of pixels often RGB. You have three values, and you have a grid of pixels, and you have, let's say, twenty-four or thirty or sixty frames a second, and you just have all these pixels repeating and showing different stuff thirty times a second. And so the question, the philosophical, the technical question is, how can I compress all of that, store all of that at 100x?
The target is 1,000x, right?
And the goal is when you say redundancy, what is redundant? Meaning stuff at best that humans wouldn't notice if it was missing.
So for example, you have a picture of a cloud, right? And from the next frame, they're still going to be the same cloud, so it's redundant. You could just put it once and not do it, right? Or you have a black background behind me, for example. The black is the same on the whole picture, right? So you can say, "Well, you know, in this picture, take the pixels that you have on the top left and the one on the top right. I'm not going to give the value. I'm just going to tell you it's the same at the top left." And then you can say for frame one reuse something from the previous frame or the previous, previous frame, and so on and so on, right? So you could... Basically, it's unlimited, but then it's limited in terms of memory or in terms of compute power. Because, for example, if you need to compare pixels on two hundred frames in the past on 4K resolutions, it's a huge amount of compute.
And then when you're showing it, you have to do the decompress of all of that. So is it the codec, the has the encoding and the decoding is a coupled process that you're developing?
Yes, exactly, right. And those are two different trade-offs, right? Are you going to compress more? But then it might be more difficult to decode. Are you going to make it a codec that is more complex to encode and easier to decode? Are you going to make a codec that is easier to encode because you need to be fast, but then the client side, the player is going to spend more time? That's why you have so many different type of codecs, is that it's not always easy. And to make it even more complex, modern codecs like AV1, AV2, or VVC are actually not codecs. They are a collection of tools, right? There are multiple tools, multiple codecs in the same codec to, depending on the image, get the more compression.
So just to elaborate, codecs like AV1, VVC have a much wider, have a wide audience. It could be a screen share content, it could be video, it could be animation. All of these require different coding tools. So what happens these days is a collection of tools are put in and called AV1 and called AV2, called VVC to allow for different use cases. So you may be on Zoom and sharing your PowerPoint, and then you need to show the audience a video. That codec needs to start changing its tool set depending on the content to compress in a different way.
And like you said, there's a bunch of incredible engineers behind each part of that, each part of the tools that make up AV1, for example. So we've kind of danced around it. We talked about VLC, the logo, the hat. Let's talk about FFmpeg. What is FFmpeg exactly?
FFmpeg is basically the low-level libraries for codecs, so compressions and decompression, muxers and demuxers, and filters. The core is this, and then you have several tools which allow you to create a type of pipeline to process any type of video files. And it's used as a library absolutely inside everything from VLC to Chrome to your smart TVs, to basically any video that you see online you usually use FFmpeg. And FFmpeg in it has all those type of tools, and sometimes depend on other libraries like x264, libvpx, and others, right? So it's really now the de facto tool to process images.
From a philosophical level, I think it's incredible that your home videos, your grandmother's home videos and trillion-dollar corporations effectively are on a level playing field using the same technology stack. It wouldn't be a surprise, you know, these big companies just have three thousand-line FFmpeg commands. There are some that use the API, but there are some that just have long command lines.
So yeah, there's a bunch of tools, like literally command line tool, FFmpeg, of course, FFprobe. There's libraries, libavcodec, libavformat, libavfilter. But the FFmpeg on the command line is, like, legendary because you can cut— Like, there's so many parameters. You can customize everything to hell.
It's a language. It's an actual language.
It's an actual— yeah, you could think of it as a programming language.
Yeah, of course, I'm sure. Because— so most of the people, they're going to take FFmpeg, file in, file out, and specify the format, right? But you can— We've seen thousands of characters, and we've seen also, like, people, like, doing programming generation of command lines to make FFmpeg. There is a ton of people who are using AI to generate command lines for FFmpeg because you have no idea what it is. But you can specify so many filters right on the command line, right? So FFmpeg is this collection of toolbox for multimedia processing that everyone uses. And everyone that is watching your videos is also using it, right? You're on YouTube. Well, it's FFmpeg on the client side. Well, the your server side, on the server side. The client side is probably Chrome. Well, you're using FFmpeg also. And you're using OBS to record. Well, it's FFmpeg, right? You're using a ton of important, like, big box, professional boxes. Well, it's very possible that inside some part of FFmpeg is running.
I mean, there's like so many, just to give people an idea, like I use FFmpeg a lot on everything. Just trivial stuff like, take a video, add an intro video and an outro video, and fade one into the other like what is it called? Dip to black, like where it dips and then shows the next video and does the same thing with audio. There's like a cross dissolve of the audio. It's quiet, it quiets the audio and makes it loud again. And then there's a bunch of stuff like showing the captions on screen card, like baking the captions in. You can customize the font. You can do all kinds of layering of audio and video. There's a million things and of course, all of that works like magically with basically any codec. Like anything you can shove in on the audio and the video side, it works.
But it's like if you look at, for example, you can do things that you would do with Adobe After Effects in command line on FFmpeg, right? It's, and it's very interesting because, for example, for imaging, there is not such tool. There is a few tools, but not with the breadth of FFmpeg.
So ImageMagick has a similar kind of spirit, but it—
Yes, but you will not do some filters, complex filters. You don't have the equivalent of Photoshop in command line, right? But for video, you have FFmpeg in command line.
Yeah. It's incredible. I mean, it's like an example of a thing when a bunch of great people get together and they get a vision, and they stick by that vision for many years, which is incredible.
And the vision behind, and the same for VLC and FFmpeg, is that we make everything that is very complex easy to use for the normal people, for everyone. Right? Our goal is to make something that is insanely complex technically and make it easy to use, right? And people, they use VLC, they drop a file. They don't realize how complex the file is, but they play it. Or people put any type of thing inside FFmpeg with complex filters, and it just works like magically, right? And people— And this is our mission, right? Make very complex things.
We wouldn't be here and you wouldn't be here if this required, you know, a traditional television studio setup. It's tools like FFmpeg that democratize this. The podcast and streaming revolution, the YouTube revolution was caused. You know, FFmpeg was a big player in that because it democratized this technology that was once in the nineties, for example, you needed equipment that cost hundreds of thousands of dollars to do compression. It was the size of a car, and now everybody has that at almost an exact level playing field, and that's something that's so remarkable.
It gave voice to a lot of people. And just to clarify, we say you, you wouldn't be here, not the human, but the podcast.
The podcast. Oh, sorry. You as a... Sorry. I would still... VLC did not have anything to do on a biological level at creating me as a human.
But it's like you realize also everything moved from text to images and images to video, right? Look at social networks. Video is everywhere. It's the most powerful medium there is, right? And when you see shorts and in Reels and in TikTok, right? It's amazingly powerful to give... Video is amazing for that, right? But the complexity is important.
This is what people don't realize. I mean, this is really it gave power to the individual all across the world. That's real freedom. And I think, I can't believe it, but we still haven't mentioned the actual obvious thing for people who are not familiar, which it's open source, and there's a open source community of users and developers behind it. So it's really, it's a movement. So, like, we'll talk a bunch in a bunch of different ways about the community behind it. But can you speak to the open source element? So when we say what is FFmpeg, it's an open source project.
Yeah. So FFmpeg, VLC, x264, VideoLAN, everything we do is fully open source. And for the people who don't understand how open source is, my usual analogy is about a chocolate cheesecake, right? Usually for you, when you want to buy your cheesecake, you go to a bakery, they give you the cheesecake. The other one way of having a cheesecake is have your grandma give you a recipe of how to make that. When we do open source, we give you the chocolate cake, and we give you the recipe to actually remake the same cake, but at the same time tell you how to build the oven and also how you're allowed to modify the recipe and resell it to someone else. And this is because software is just a very long recipe of small instruction. Computers are not very clever. They go very, very fast. So a normal program has tens of billions of instructions instead of the tens when you have your chocolate recipe. So a lot of the software industry was about selling software, like where you just have like the final cheesecake. In open source, we give you everything, and that managed to get a lot of people work together, right? Because then you decide that you're going to make the best program, the best recipe for video, and you create communities. In FFmpeg, since the beginning of FFmpeg, probably two thousand to three thousand—
people have contributed from the beginning, right? And then it's exactly like the Linux kernel, right? The Linux kernel has probably ten thousand people contributing everywhere, and they get together, well, mostly online, right? So they virtually get together to create the best tool for something. And on FFmpeg and VLC, it's just like, well, this codec doesn't work, so I'm going to work on the codec, and I'm going to add the support for this file inside FFmpeg, so it will be beneficial to everyone. Because again, we work for the greater good. We work for everyone, and that is what open source is.
And we should mention, depending on the licensing, you could probably build a billion-dollar, maybe even a trillion-dollar company around basic... as a wrapper to...
Well, yes, people do. People do, right? There was a lot of problems with mostly cloud providers who are basically running some open source tools in the cloud and just give you the API to access to that. And there was a lot of databases like Mongo or Elastic who changed their license in order to avoid those type of scenarios.
This is a question we get a lot in FFmpeg is, "Why don't you do that?" And you can't. We have thousands of contributors, some of whom aren't even alive anymore. It would need all of their agreement to do that, and JB will go maybe a bit later and talk about how challenging that process was in VLC to do the re-licensing.
The license is a social contract in terms of Rousseau de facto of the community. The community does not agree on much beside the license. People go around, discuss around because of the license, and that also allow those license fork, right? Sometimes the community splits, but it's possible because of the license and to merge back. And we've seen that so many times, right? GCC and GC, and EGCS in the past. We have seen, for example, all the web browsers, right? They started as web, like KHTML, which becomes WebKit and then which becomes Blink, right? So open source license is like the core of the community and people are coming from all around the world, very different type of religion, political borders. They work in the same way on a project to solve a specific problem, and the specific problem we're working on is to make multimedia easy for everyone.
Looking it up on Perplexity here, looking at the different open source licenses. Most major open source licenses fall into two buckets: permissive, very few conditions, and copyleft, share-alike requirements for derivatives. Below is a brief practical summary of the main ones you'll see in the wild. MIT license, BSD, ISC, Apache, GNU GPL, GNU AGPL. Where's LGPL? Yeah, LGPL. Let's see. There's the Mozilla Public License. There's Eclipse Public License. It goes on. There's a lot of variety. I mean, I think the really popular ones is MIT, GPL, LGPL—
and BSD, Apache. Sometimes you'll see—
Apache. Unlicense, that's an option. Attempts to dedicate code to the public domain with a fallback permissive license.
There are many licenses for many different things. What people don't understand that public domain is something that doesn't exist worldwide, right? So it's all the open source licensing use the copyright law, right, the international copyright law, in order to give rights on how you use the software or how you modify. It's de facto a copyright license contract that you give to the end user or to the developer. And so you have like the first one, which are basically very permissive, MIT, BSD. You give the code and basically you do whatever you want, right? You take it, you want, you modify, you do what you want. And this is popular for JavaScript and the type of BSD operating system.
So some of them, one of the parameters is whether they require attribution, meaning if you use the code, you have to say—
Yes. So in those types of permissive licenses, some you need to say if you use it, which is called attribution, and some you don't. And then there is the other part of license which are copyleft, where you need to give back to the community your modifications and with different strings attached. Some weak copyleft license, like the Mozilla Public License, to some which are a bit stronger like a GPL, or even very strong like AGPL. So all of those are different types of licensing that depends on what your goals are and how you want to structure your community, which is why I spoke about social contract, because this is very important to understand. FFmpeg and VLC are mostly GPL or LGPL. The Linux kernel is GPL but Android is Apache. A ton of JavaScript frameworks that are using are mostly MIT. All the BSD kernels, OpenBSD, NetBSD are of course BSD. And so it's philosophical change on how you want people to contribute back, basically.
So I think you talked about that, you've moved at one point from GPL to LGPL on certain parts of the project. What... Can you describe the difference between the two, and what does it take to move to, I guess, a more permissive... So that direction is more permissive. LGPL is more permissive than GPL.
Yeah. So you have to realize that you can always go from more permissive to less permissive, right? Because of course, those licenses are basically statements, and so if you restrict, you can always restrict more, right? So in a GPL project, you can take MIT code, but you cannot do the opposite, right? Because they are more constrained to match. Indeed, in fact, I changed the core of libVLC, which is the engine of VLC, from GPL to LGPL. And there were two reasons to do that. The first one is that so people can use the VLC engine, libVLC, into third-party applications. So a lot of applications which are playing video on your phone or on your tablet are actually VLC engine in it, which is calling FFmpeg in it. So that was one of the ways to create one of the companies I created, which is doing consulting and integration of those types of applications where you integrate VLC into third-party solutions like inside game engines or stuff like that. With GPL, you couldn't do that because that means you needed to open source everything, and those are for a lot of, like, commercial companies who don't want that.
So you can create a company with LGPL, you can create a company around it.
You can do a commercial thing. You don't have to open source it. So that's a big, big leap.
So you could play video in your game.
The problem is I'm a game developer, and I want to play some videos and I don't want to be forced to open source the entire game just to play those videos. So that's where the consulting business, the libVLC LGPL allows you to do that. The LGPL, the library GPL as it used to be known, allows you to do that.
And FFmpeg is exactly the same. It forces... LGPL forces you to give back what you change on this component, this library, which is why it's library GPL. And so you can use FFmpeg as LGPL into, like, any type of application, even non-open source, but you need to give back the modification you did on FFmpeg. Same on libVLC.
Is it limiting from an open source perspective to go GPL? Because if you— if your library, if your code is GPL, it means you're not... You're basically discouraging companies from building a business—
around it, right? Is that, is that fair to say?
It depends on the company, but the company whose business model requires the source, the application to be closed source, yes, it's limited. So that's why, for example, I moved to LGPL. The second reason is a bit more obscure, is that the terms and conditions of the App Store, the Apple App Store for iOS makes it very complex to have GPL application on it, while it's easier to have LGPL applications on it. So VLC on Windows and on Mac, and on Linux is GPL. The core is LGPL. But on iOS the iPhone version and the Apple TV version is a type of different license called the MPL. And yes, I went and changed the license and it was a long story.
Yeah. So I think basically to change the license you have to contact all the contributors.
Yes. It's very important to understand that open source projects are what we call in the US copyright law joint work, or in civil law collective works or collaborative works, is that you work all together in terms of the same goal, and then you create one software, which is one release. But the copyright is kept by all the individuals. Some open source projects don't do that. They force copyright assignment, but this is not what we do. We're communities. So everyone has basically copyright on what they changed. And this copyright stays even if at the end your contribution was deleted because the new contribution was based on your previous one, right? So if you want to properly re-license, you need to find all the contributors. And at that time, I had to contact more than three hundred and fifty people. And sometimes, well, they're just an email, right? So it's... you need to actually track down. I actually, like, travel to some place to go someone that I was like, sorry, that I'd found online to see a— to go to their job and say, "Well, you licensed that. Can you— do you want to change from GPL to LGPL?" Most of the times they don't even care. They wanted to help VLC. But also it brought me to very complex situation. I arrived to the work of a person who was a factory worker. And I said, "Well, I need to you to sign that," because it was his son who died who actually wrote the code, right? So I had to explain all those type of open source meaning, and no, I was not a company trying to rip out the two line or five line that that guy did, but was useful, and the whole community agreed on that, and he had no idea I was a factory worker. This com— And I was a lot younger, right? Like it was fourteen years ago, and like, like I was almost in tears, right? It's very difficult, right? We are talking about lives of people and he explaining, and we went talk about the photo of this guy, right? So it's important to do it right and to do it correctly. But yes, that means tracking down everything because every contribution works. There are some project who don't respect that, and we do re-licensing a bit, like, aggressively. But as I said, it destroyed the whole heart of the community because it's— we only agree on the, on the license, so that's important.
I would emphasize the community is such a wide-ranging group of people. There's people in the Syrian war zone with electricity part-time. There's, there's all people from all walks of life, rich, poor, young, old. So it's quite remarkable to get, you know, a group of people aligned on something. And that's an achievement in itself.
Yeah. It's incredible. And a lot of them are introverts, so you coming to find them and getting them and getting them to answer an email might be quite difficult.
Most of us are introverts, right? You need to be more precise. You have extremely introverts, extremely, extremely introverts and introverts, right? It's just like a whole spectrum of different people. It doesn't matter. The important is, is your code good? Is your code great? Is your technology great? We care about excellent code. We don't care who you are. Sorry, it's just like we have no idea to check. We cannot check, right? Like, maybe you're a dog. I don't care, right? I don't care where you come from. I need to look at your code. And this is important because people don't understand that, and they come to the community and send them some patches, and they get rejected, and they don't like that because, I mean, you're just like, "Sorry, it's not up to our standards." "Oh, yeah, but I'm engineer at this very large company in Italy, in Germany, in the US." We don't care. We care about the quality of your code because this is what defines our community, and which means that we have a lot of people who contribute who are some very different backgrounds and, and very introverts, sure. But that's okay, right?
So one of the legends of the community is of course, Linus Torvalds, who created Linux and is a longtime maintainer of the Linux kernel. As the legend goes, he can be pretty harsh on this meritocratic process of reviewing the code and saying it's not good enough. Can you just speak to the legend of Linus Torvalds?
Linus is one of a kind, right? And I would even go and say that what he did on Git is more interesting than what he did on the Linux kernel.
He's very harsh, but what people don't see is usually when he's harsh, it's to people who are maintainers of part of the kernel, right? So they know him, right? So he's not very harsh like that to everyone. The thing is, what he created in his room is basically powering every server online, right? Even at Microsoft's cloud called Azure, I'm quite sure seventy, eighty percent of the servers are running Linux. All your Android phones are running Linux. What he did with the power of open source, sure, is amazing. And yes, the quality of the Linux kernel is very high, and yes, it's difficult, but we cannot compromise on that. We cannot compromise on quality because in the end, and you have to understand that, the core community of VLC is five people. The core community of FFmpeg is ten to fifteen, and we are the ones who are going to maintain your code, right? Because one thousand contributors in the timeline and just ten staying, it's a one percent chance that someone comes and stays. One percent. So you will have a change of job, change of wives, you have children, you have an accident in life. You're going to change jobs, whatever. You're not going to come back. It's most likely. So we are the ones going to maintain your code. It needs to be maintainable. It needs to be excellent. And yes, sometimes that means that you need to rework your work because it was good, but it's not excellent, and we need excellence because we are very few to maintain something that is critical for the whole.
But we should also mention that there is some spiciness, some harshness to the language that's sometimes used when you're keeping this high bar of excellence. Is there something to say to that?
It's true, right? It's also the fact that, for example, what we're doing is low level. It's extremely technical. You get into this community, the tone gets very like a type of— It's a subculture, right? So people who arrive from the outside are basically not known to the subculture. Most of those people around FFmpeg and VLC, we do VideoLAN DevDays, VDD, every year. They are so fun in real life, and they love it. But it's true that you're online and sometimes, like, the tone, you don't realize how it is. But that's okay.
It's a culture. I mean, you get this in the gaming culture. It's pretty harsh, intense, the way people communicate, and it's— everyone understands that the way you show love and respect just looks different in different communities. Sometimes people... It depends. If it's a book club, usually people are going to be much sweeter. If it's an open source project that's very high stakes and used by millions of people—
But it's very not often insults that you see, for example, in the gaming, right? And so Linus' tone is a bit unusual even for the open source community. It's more like it's more harsh on the results, saying, 'No, this is not good. This is crap.' Those type of things that you will see.
Try not to make it about the person, make it about the code.
It's very, very matter of fact, and I think you've got to look at it in terms of, you know, the famous FFmpeg is developed almost entirely by volunteers, and that's true, and you've got to imagine someone's done a hard day's work at their day job. They come home. You know, terseness might be a thing, you know, it... And that's not something to take personally.
You're tired, you're busy, but you still care about this open source stuff. But you may not be able to explain and handhold someone on every subtle detail.
And also you have to realize that most people don't speak English as a native language. And this is especially for open source projects like FFmpeg and VLC, which are mostly centered out of Europe. Sometimes like people who are from the US or just like are very not happy about the tone, but most of the time it's also like they don't know better, right? It's difficult. The language is— English is a difficult language. There are so many subtleties and tone and so on that you don't have, right? So often it's also difficult in those type of communities about like different cultures and languages.
So as the legend goes, JB, you repeatedly turned down millions of dollars to keep VLC open source free for everyone without ads. So take me through the reasoning behind that decision of leaving millions of dollars on the table.
Yeah, that's like almost a meme, right, on Reddit or—
There literally is a meme on Reddit.
9GAG and yeah, yeah. See, there's—
You looking like a wizard in the VLC hat on Reddit. This is JB, the creator of VLC media player. He refused tens of millions of dollars in order to keep VLC ads free. Thanks, Jean-Baptiste Kempf. You can even summon him on Reddit.
Yeah. And usually if you see, right, it's usually like people tag me, right? And then there is me, and then like I say, 'Good morning.' I got twenty-four K upvotes, which is great, right? My karma on Reddit is amazing, at least on that account. So the question is, needs to be answered first, what is the story about VLC, right? Because yes, this is true, I refused dozens of millions of dollars, yes, several times. Yes, I could be a multimillionaire and be somewhere on the beach. Um, but I did not do it because I thought it was not moral and it was not the right thing to do. And this is very important for myself, is to be like, I work for the greater good, I work for people, and I don't want— It's not just by myself. But the reason is also because I did not feel that I'm completely legitimate to do that, and let me explain to you why. VLC's story is a very weird story. In France, we have university and we have a type of top colleges, and those top of excellency schools are engineering schools, business schools, and basically lawyers and medical, right? But they're outside of university, and in order to enter those, you spend two years working like crazy math, physics to enter those best engineering schools. One of the schools is called the École Centrale Paris. It has changed name since, but it was called the École Centrale Paris. And because it was Centrale, they had to move it because it was too small after the World War II, and they moved it, they wanted to move it to the center of France in a place called Clermont-Ferrand. And the alumni decided that this was not okay, right? It is the school that Eiffel, right, the one who did the Eiffel Tower, attended, right? So they said, 'No, no, we are an amazing, great school. We cannot do that.' And so they bought a piece of land south of Paris, very near Paris. And it was a campus managed by a nonprofit of the alumni, okay? Because of that, everything on the campus was managed by students. The university did nothing, right? So radio, TV, supermarket, library, defining who was going into which rooms. Everything was managed by the students.
That's amazing. That's an amazing experiment, that it all didn't go to hell quickly. It somehow flourished.
It worked great, and I learned so much in my life doing those side activities, right? Because you're twenty-two and you need to run your campus, else you don't have electricity, right? So you care about that, right? But anyway, in the '80s they did a full experiment of deploying a network mostly sponsored by IBM and 3Com, which was a token ring network. So token ring is something that probably almost no one knows about anymore. It's a networking technology where you don't have routers, right? Everyone is linked. It's like really a ring, and when you want to send a message, you talk to your neighbor who's going to put the message to the next one, who's going to put the things to the next one, in terms of ring. The issue with token ring is, of course, is that it's very slow because every computer on the network needs to open the message, see if it's okay. Is it for me? No, it's not, and then send it back, like a token which is traveling around the ring. In the '80s, you're doing some Telnet and sending mails as a university. That's okay, right? But starts the '90s, and the '90s and start video games, and when you have high latency in video games, basically you die, right? So in nineteen ninety-four, nineteen ninety-five, around Doom and Duke Nukem coming around, they want a faster network. So the students go and see the university and say, 'You know what? We want a faster network. We need to work,' which, and also play video games. And the university tells them that basically, 'Oh, I'm sorry, we cannot help you because you understand the campus is not ours. You manage it, so do something. And you should see some basically partners of this university and basically go away.' And they go, and they actually go and see the CIO of Bouygues, which is a large French company and who's doing some TVs in France. And he says, 'Well, you know what? The future of video is satellite.' Well, today we know it's not, but at least it was a good idea. In nineteen ninety-five, the first satellite dish, and he says that instead of having like one satellite dish and a big decoder for each of the students, which are one thousand and five hundred, what about you build, like you put an enormous dish and only one decoder, and you send the video directly on the network. And that required a very fast network. Today, it's obvious, but at the time was like the first to do video streaming. So they built this project, which was called Network 2000. Of course, right, we are in the '90s, right? Everything futuristic is called 2000, like—
And so they do the Network 2000 project. It's completely hacked. It crashes after 45 seconds. That's okay. The demo is 40 seconds. It leaks memory. That's okay. They put 64 megabytes of RAM instead of the 8 or 16 you have, and the demo should have stopped there. And that was the Network 2000 project by the students.
What was the format of the video that they had to work with?
MPEG-2 because satellite is MPEG-2 TS for transport, MPEG-2 video, and MPEG-2 audio at that time. And the project should have stopped there. Everyone was happy. They had like an amazing ATM network at 155 megabits per second. They had probably one of the best networks in Europe at that time, and they stopped the project. Six months or a year later, two students arrive and say, 'Well, you know what? Maybe other people care about video streamed on a local network,' and they create the VideoLAN project, VideoLAN. And one of them is called Christophe Massiot, that is a good friend of both Kieran and me, and they start the project. It's not even open source yet, and they spend around three years to get the school to agree to make it open source. Because the university wanted to get some— because of the IP and copyright of the students, wanted to basically monetize these MPEG-2 decoders.
Just to be clear, so what was the main application, streaming on a local network?
It was streaming on a local network.
By the way, that's just like to state the obvious. This is before YouTube. This is before—
Ten years before YouTube. You have a Pentium 60 or 75, right? The main machine was 486DX at 33 megahertz, right?
Bear in mind, television was the main form of video at the time. You could get new channels. In the '90s, having even one new channel when you grew up with four channels, having a fifth or a sixth was a big deal, and so having this satellite service with, you know, dozens, even hundreds of channels was so groundbreaking.
Especially because this is a university where you had a ton of different nationalities, right? So there was a ton of people who wanted... So in the end, they had like several dishes on different types of satellites, right? Because, for example, a lot of people were coming from the Maghreb or the Middle East, and so they went to different types of satellites. Anyway, the solution worked great, and they started the VideoLAN project. The VideoLAN project has several and some are completely crazy solutions, like one how to create multicast on a unicast network, but let's not come to that. It's too complex. But VideoLAN client part is what became VLC. Actually, they basically strong-armed the university to force it to open source because the university did not understand that. And in 2001, it's still early. But basically, yes, the university agreed early 2001 to make it open source. I joined the project in 2003 because that's when I joined the university. So the first thing is I'm not the one who created VLC because actually no one did, right?
Just kind of naturally emerged from the VideoLAN project. And we should mention that, like, again, you said it just, but to make it clear, VideoLAN, as what it became, was at the time a set of technologies around video, and the VLC, what you called the client, that's the thing that most normies, uh—
—think of, like, as the thing, which is, like, the thing that pops up when you click on a video and you play it.
So I arrive in 2003, and then I will create the open source nonprofit organization called VideoLAN, and I took everything out of the university to create a nonprofit project and something sustainable. It's, yes, it's true that I spent more time than anyone on VLC and VideoLAN. That is sure. But it's a continuity of a previous project, VideoLAN, the student project, which is a continuity of the Network 2000 project, which is a continuity of that and that.
I'm sure there's moments along the way there you were thinking of, like, what is the future of this from an open source perspective? 'Cause as the internet is blowing up, and there is companies... I mean, for people who don't remember, like, there's companies making huge amounts of money.
And I can tell you that in 2005, the project should have died, and I made it continue the project. At some point, we were only two active developers, and I thought it was great technology and was useful, and it will be useful, and I made that my life and my time. And I made that grow from a few hundreds of thousands of users, millions of users to what we have now, which is probably billions of versions of VLC around the world and used everywhere. So that's a bit the story of VLC. There is a ton of very funny stories around that. Many people from around the world working on it, like you said, in Syria or the middle of nowhere in India. But along the way, I got several offers which were either to bundle toolbars, right? You remember those horrible toolbars— which were basically spyware, or changing your web browser or your search engine or even like advertisement inside VLC. And I didn't like that, right? I am— and people don't understand that. It's not— I'm not against money, right? I'm very happy to make money. I created several startups and one I hope that is going to work very well. It's the fact that I believe that you need to earn money ethically. There is a right way of doing that, and doing sneaky advertisement or stealing data is not the correct way, right? For example, if Netflix arrived at some point and said, 'Well, we want to put Netflix inside VLC,' probably the story would have been different, right? But they didn't. The only people who came to us were shady ads companies. And if I do that, right, I would have a ton of money, right? And then three years later, the project is gone, right? Someone forks it and something else happens.
So it's not even necessarily ads or any of that, it's the shadiness of the— dishonesty of the— So you had a good radar, you had a good threshold of like, 'No, this compromises the spirit of what this is supposed to represent.'
But also it's for me, right? I'm like very selfishly, I need to go to bed at night and be happy about what I've done, right? Maybe it's my upbringing, maybe it's my parents' fault or whatever, right? But I believe there is right and wrong, right? And this was the right decision at the time. It still is. I want to be proud of what I've been doing. And like, if I had sold out, I would have betrayed so many other people who work here.
Yeah, well, I should say me and most of the internet thank you for that decision. It's inspiring for others, I think, that are pushing the open source movement forward, that it's okay to do these kinds of huge sacrifices if you believe it's right. And I think in that case it was right and it was the reason that VLC became as successful as it was, 'cause it's an embodiment, it's a symbol of like, you know, freedom and what the open source community can create.
Yeah, and be a service for so many people around the world, and this is important.
We should emphasize in the 2000s it was really normal to download a program and it secretly installs some spyware. It was buried in very faint text or in the license text box that nobody reads that at the bottom— 'Oh, I will be installing this toolbar— and changing all these things,' and it was very common to have to, you know, you install a program to do something at the time of any sort.
To put yourself in the mind of a developer at that time, I think it's very easy, to everybody listening to this, it's very easy at that time to convince yourself to take a few thousand dollars— a few thousand dollars to do it. To say no to much more money— takes guts and takes vision.
The last offer I had was obscene, and they said, 'Yeah, but imagine with all that money you could build something new, open source,' right? It was like the mind trick was, it was difficult. But for me it was just like, 'No, this doesn't work like that or this is not the right thing, so I don't do it.' And again, right, it's not that I don't like money or whatever. It's just like it wasn't right.
Well, once again, thank you from me and from the rest of the internet. Let me talk a little bit more about the open source movement, about the fact that, as you say over and over and over and over, FFmpeg is and many open source projects are built by volunteers. So there's a bit of drama recently, uh, Kieran, on the interwebs, on Twitter. You have a spicy style on Twitter that I think articulates and celebrates all the incredible developers and development and the code, especially assembly that's involved in building some of these codecs and building some of this incredible technology. But that brings us to the, a bit of a debacle that happened. Tell me the full saga of what happened with the Google security engineers.
Just to be clear, Google are one of the biggest supporters of open source out there. They have been for a long time. It's just I think some things kind of went a bit overboard this time. So FFmpeg itself, and this is not like a secret, it's on the homepage, you know, it processes untrusted data. There can be security issues when you parse untrusted data. That's very normal. But recently what changed was Google started using AI to create security reports on an open source project, FFmpeg. Volunteers had to deal with that. They did, they provided very limited funding, and they even went to the media first announcing how good their AI was before the issues could be fixed.
And this is in the public forum.
Yeah, this is all public.
So reporting an issue, using AI to find an issue in the code, which is a security vulnerability, and then reporting that publicly before you're able to fix it.
Yeah. It's announcing how good their AI is, that they provided a standard 90-day industry deadline without really understanding the nature of volunteer-driven development. In addition, this vulnerability was on an obscure 1990s game codec. The way— And let's look at it from their standpoint to begin with. Let's you know—
Yeah. Can you steer me in their case?
Yeah, sure. They have substantial resources working on the security of open source projects that, you know, are ubiquitous, and they've used, you know, a lot of compute to do that and very expensive and very capable security researchers to do that. And that's their viewpoint is they are contributing by doing that. But I think that's where opinions differ. It opened up a lot of interesting fissures, I would say. It does seem that there's a portion of the security community that look at themselves a bit like building architects that never have to go to site. You know, going to site is something that is a little bit beneath them, the actual day-to-day construction. They're there to do their security things and it's someone else's problem. The security industry also kind of has a very aggressive tone towards things. The language they use is extremely aggressive. They use very strong language like, 'You will get popped.' So and to Joe Public, 'get popped,' you know, means something quite bad. For them it means to get hacked. The way I would look at it personally is a little bit like the padlock on your home. The padlock on your home or, you know, the lock on your home is there to protect against the capabilities of what it's there to protect. It's not there to protect nuclear secrets. It's not there to protect Fort Knox. And it could be looked at that they're using AI at a level of scale to go and pick those locks and then say, 'Hey, your lock's not secure. You need to deal with this.' Whereas actually they're the ones with resources to be able to fix this. But that seems to not be something either they'll contribute to in terms of patches or in terms of financially. And the scale of AI is kind of the issue. The bug reports are very wordy. They're very, very— It's almost a denial of service by AI-generated bug reports on very niche codecs. And the other issue the security community has is everything is marked high priority. You're going to, you know, 'This is the most important thing in the world, and you need to deal with this. High, high, high, vulnerable, scary, scary, scary,' on a game codec used on one disk in 1993. And that's where the dichotomy lies. Going around telling everyone that their padlock's not safe, well, that's a hobby project of somebody. The safety of that codec is commensurate to what that person thinks. It's their hobby. It's good that they're security analyzing it, but it doesn't need a big scary warning, 'This is a critical vulnerability.' We also may recently also see that there was another quote-unquote vulnerability. It wasn't at Google in this case, but a filter could overflow and have an integer overflow, and one of your pixels could be the wrong color. And this was marked high, 7.5 severity in red. And at some point, the security industry needs to realize you can't keep crying wolf like this because this just leads to people, you know, the equivalent thereof of putting password stickers on their PC. You know, you can't just keep crying wolf every day. And I appreciate, you know, that's their modus operandi is to create as much scare and fear. But from the Google standpoint, at the end of the day, they need to contribute either financially or with patches. Google uses FFmpeg at a scale probably you or I couldn't even contemplate, millions of CPU cores. And yes, they contribute in areas mostly regarding their own products, so VP9, AV1. But in a wider sense, there's a disproportionate level of contribution. Yes, they fund students. Yes, they fund Summer of Code. And I think so Alex Strange is a former FFmpeg developer, I think posting in a personal capacity.
So he posted about security engineers on Hacker News. His post reads, 'The problem with security reports in general is security people are rampant self-promoters,' in parentheses, 'Linus once called them something worse. Imagine you're a humble volunteer open source developer. If a security researcher finds a bug in your code, they're going to make up a cute name for it, start a website with a logo. Google is going to give them a million-dollar bounty. They're going to go to DEF CON and get a prize, and I assume go to some kind of secret security people orgy where everyone is dressed like they're in The Matrix. Nobody is going to do any of this for you when you fix it.' Basically commenting on the sort of the incentives for the different people involved and misaligned.
The problem here is the disproportion of means on discovery compared to patching it, right? And this is the biggest issue, right? And after that debacle, Google did some changes.
They are now starting to send patches, which is—
And they also now have reward tools for fixing issues. So it has changed a bit because of that debacle. So it's good, right? But we've seen, and we talk about Google, but we have seen like some other large companies saying, 'Oh, you need to fix this bug because it's critical in our product.'
Can you explain the XZ fiasco? The FFmpeg tweet reads, 'The XZ fiasco has shown how a dependence on unpaid volunteers can cause major problems. Trillion-dollar corporations expect free and urgent support from volunteers. Microsoft, Microsoft Teams posted on a bug tracker full of volunteers that their issue is high priority. After politely requesting a support contract from Microsoft for long-term maintenance, they offered a one-time payment of a few thousand dollars instead. This is unacceptable. We didn't make it up. This is what Microsoft Teams actually did.' And then you give the image and the details and all that kind of stuff, showing that these trillion-dollar companies are not giving much money, not giving much support.
They think an open source project is a traditional vendor that they have an SLA. They think a public bug tracker is actually, you know, a third-party vendor's Jira where you can do all of these things. It's not. It is there to report bugs. I think the thing that made this particularly heinous was the name-dropping of Microsoft, the name-dropping that this is a visible product. If this was just a general bug report, I think that would have made it a lot better.
Yeah, so they literally said, like, 'This is a big deal because a lot of people are using it in Microsoft.' I wonder what happens psychologically. So I think what happens in these companies, maybe you can correct me, is they— You're right. They just think of FFmpeg as like a vendor that Microsoft surely is paying a huge amount of money to. They kind of assume that in their interaction, and nobody anywhere on the stack is going like, 'Wait a minute. Shouldn't we be giving like millions of dollars to FFmpeg?'
And this is a very big problem in large— Like we're talking about some companies, but it's the same everywhere, right? A lot of those companies. Like the, when we talk to that person, right, he was just like a manager on one project in Microsoft Teams, right? He had never really discussed with the open source community. He had no idea, right? It was like— but the problem is that usually there is what we call OSPOs, right? Open source program offices in those type of companies, and they are the ones who are supposed to discuss with open source vendors, um, or open source communities. But like they often don't explain that correctly internally, right? And here it's just like we are not your supplier. If you want me to be your supplier, I'm very happy, right? I will send you a contract and SLAs. Like I created five companies who are doing that around open source projects, so that's okay.
We should say that some of the spicy tweets that Kieran, you're behind, and some of the debacle produced results.
Donations have increased substantially. They're still not enough to cover even a single full-time developer, but on both a, you know, awareness level and a technical level, there's substantially more technical awareness and sort of awareness of the importance of FFmpeg as a result, as a result of X and what's happened. I can say, you know, it solved its purpose. People realize the level of importance FFmpeg has.
And on VideoLAN it's the same, right? Like for example, a very simple example. For more than a year, we couldn't update VLC on Android because of a bug on the Play Store, on Android Play Store, right? The only way we got someone to answer was to put a very spicy, as you say, tweet saying that we are going to stop distributing VLC for Android, right? And we have around 100 million people using that. And now then someone from Android actually came and discussed to us, right? We had the same issue with Microsoft or like saying that we were going to stop distributing VLC on the Windows Store. And unfortunately, we are so small that the only very strong power we have to solve those issues is blaming on social network because it snowballs and now they listen to us. But so as large companies often have difficulty talking to us. Like for example, VLC, right, is probably one of the top 10 software used on Windows. I am not part of Microsoft ISV programs, right? I don't have a point of contact at Microsoft, right? While I'm sure any other software, Adobe, Spotify, has a point of contact. I don't have that, right? So raising awareness works. It's sometimes very spicy, lot of drama. Well, X and Twitter are okay for that, but it's efficient.
Uh, so everybody listening to this should go follow FFmpeg on Twitter, on X, follow VideoLAN on Twitter, on X. Go donate. Donate to FFmpeg.
And thank you, Lex. Over the years, several years you've been a supporter of, you know, FFmpeg and VideoLAN on X. You know, giving us shout-outs, appreciating, you know, what we do.
And for example, like Tim Sweeney, Carmack, and a few others, like very high-level people have raised also the awareness on our X accounts, and that helped a lot also.
Yeah. I mean, also, you know, outside of the fact that so many people use it, it's so impactful on the world, it's also a great representation of a great open source project. Like the value of assembly and C and making sure that like you take programming seriously for real world systems.
It's not just that. We'll talk about assembly later, I'm sure, 'cause that's its whole topic in itself, but it's also celebrating people like Andreas Rheinhardt who do maintenance. It is, I believe, unpaid, as I believe as a volunteer. He's doing massive refactorings. Uh, Andreas Rheinhardt and Anton Khirnov rewriting ffmpeg.c with threading. Celebrating those guys, celebrating the untold labor that's gone into this that actually doesn't change anything from the user standpoint. The files are exactly the same, but wow, the airplane has been rebuilt whilst it's in the air.
Christian Garcia said, 'As a teenager running this account,' referring to the FFmpeg account, and you responded, 'Teenagers have written more assembly in FFmpeg than Google engineers.' But also just pointing out that there's a lot of incredible contributors who are teenagers.
Like JB said, we don't care who you are, where you're from, what you do. Teenagers have written thousands of lines of assembly over the years. Give a shout-out back in the days to Daniel Kang. So also highlighting the work of people like Ruikai Peng. This is a 16-year-old, some of his first contributions to FFmpeg, actually doing and putting some of these quote-unquote security researchers to shame by actually finding issues and fixing them and being 16. There's no barriers. There's no barriers to you have to study at college under this person and understand these. It's you can learn C, and let's be honest, it's from the K&R book. Learn C. You can learn assembly. We'll talk about that maybe a bit later. You can contribute to world-class technologies.
In VLC one of the oldest contributors called Felix, he's the one doing everything on Mac and iOS. He's starting working on VLC. He was 16. We had a guy called Edward Wong, who used to be a Google Summer of Code student who stayed for three years around VideoLAN. He was 14, right? And part of Google Summer of Code and Google Code-in, which were programs where basically we have students or high school. We wrote a ton of assembly for x264 and for VLC and for FFmpeg, right? So everyone can contribute.
And he also did a good job because he didn't play the alarmist CVE heist, create a CVE, which is like a public exposure of security and do these big scary red 7.5 high priority. He just fixed an issue in Git after three days and just fixed it. He didn't need to go and play a big security drama about it. And I think I posted, you know, the kids are all right. Whereas— there's, you know, there is a portion— I'm not saying all security people do this, but there is a portion of the security community, as Alex said, that likes to hype themselves up by creating drama. They would have happily raised, 'This is a high priority CVE 8.0' or whatever on an issue that actually was in Git. It wasn't even in a release, it was in development, and three days later was fixed.
Well, I just want to put a little bit of love out there, even to the bigger— much love and respect to Google engineers. Like you said, they're some of the best software engineers in the world, and they do contribute a lot— even on the security front. And also, you know, I'm a big fan of Theo. Much love to Theo. He was part of this debacle and drama a little bit. I think when you just zoom out on the grand arc of human history, the drama contributed positively to everybody involved. Donations went up. It brought more attention to the topic, allowed everybody to bicker in a way that ultimately got them to figure out what FFmpeg is all about.
So the way we looked at this is like it's a rap battle at the end of the day, you know? No, but it is. We say stuff, we say stuff— but we can leave it on. X is a perfect place for, you know, international rap battle. You say stuff. I say stuff about your mama, but it doesn't mean, you know, I have an actual personal issue with her. Uh, and that's what it looks like. The Theo situation, you know, JB can maybe expand, went a little bit too far and there was a little... But, you know, it's just a bit of fun. It's just a bit of rap battle. It's a bit, it's WWE. You know, everyone's having a bit of fun on X. It doesn't need to be taken seriously. You know, the teenagers thing, you know, that... So that guy was a Google employee saying, 'Hey, you know, there are other ways to run an open source business.' You know, go and there's like, oh, man, just have a bit of fun, you know? That's what the point of this account is. And furthermore, if you can teach people about the ways of open source projects, assembly, et cetera, by doing that, I think there's a lot to be offered here. It's not dunking on people for dunking's sake. It's showing actually the story that I think X learnt is these are not big corporate open source projects. This is not Kubernetes where there's, you know, hundreds, maybe thousands of people— paid to develop this stuff. These are just people in their basements in their spare time, and if you can address that topic in a fun and entertaining way— I think that's the good thing and that's the value of X and then the reach we have.
And to be honest, right, like even at Google, Google is one entity, but so many different people, right? And there is a ton of Google engineers we work with all the time, and even like Google from YouTube to Chrome to Chrome Media to the rest of Google, those are very different types of entities. But what we do is efficient. And for example, for Theo, right? It went a bit too far. I had him... Like I calmed everyone down. I had him on the phone. We said, 'Okay, like this goes too far,' and so on. But in the end, yeah, it's a rap battle, but it's positive for the project. It, like the awareness we have on open source and, I mean, true open source from communities right now is increased dramatically in the last two years, and this is useful.
Uh, what do you think motivates all the incredible contributors that we've been talking about? Like, what's the engine? It's so interesting to see.
Like you said, they're sitting in the basement. What's the driver? What's the engine there?
There are many drivers, but weirdly the main one is that what we do in multimedia plays videos, and video is cool, right? And for example, we have so many people in the community who arrive because they loved watching anime, right? And this is like the advice when people ask me, 'What should I work on in open source? How do I start?' And my answer is always the same: work on something you love. I am working on VLC because I love movies, right? And I love watching the same movies over and over, even if my wife hates me when I do that, right? But because it's interesting, right? Because it's a topic that you like, right? The first, that's the first thing where people come to usually to VLC and FFmpeg. The second thing is that technically we, because we search for excellence, this is the best school ever, right? This is the best school ever of programming. If you're good in C, in FFmpeg, if you know how to write assembly, I assure you you're going to be one of the best programmers ever, even if you're working on writing TypeScript, because this is the most amazing thing to do. And you will, like, have to get reviews by some of the most seasoned programmers ever who are going to look at every part of your code and tell you why it's not great. It's like we are the best teachers that you've ever had in programming, right?
Andrew Kelley started Zig. He was an FFmpeg developer and started Zig after his FFmpeg school. I mean, it's the place to learn so many aspects of programming in the real world, in a thing used by billions of people. You have nowhere to hide. You have to be open and honest about your flaws and how you can learn and be better.
And what is also interesting in multimedia is that you have 16 milliseconds to display a frame. It's not like a game engine where you can basically slow down and wait a frame. Like, so it's, you need to be good, right? There is no choice, else you don't have your video. And because of how codecs, if you miss a frame, you're going to destroy the look of the video, right? So you need to be good. You need to be perfect to have the right thing. But also is that it's not just pure programming in the mathematical sense, right? A lot of people don't understand, but in order to program correctly on the open source multimedia community, you need to understand how computers work. And when you write assembly, you need to understand about CPU pipelining, right? You need to understand how SIMD works, how the ALU works, right? You need to understand what, how IO works, right? And this is what I think that is missing to a lot of engineers and software engineers today, is understanding what we call computer architecture. And like, seriously, like some of the debates is like, should we use this assembly call or this one? And people say, 'Well, no, it's going to be like three cycles on this type of CPU and this one,' and has massive impact on the output, right?
We should expand. FFmpeg is probably one of the biggest CPU users in the world. There's it's probably running— as we speak easily 100 mil— order of magnitude 100 million, maybe even a billion CPUs as we speak. So every instruction matters. There's not... The impact, at least in terms of CPU, is massive for everything that we do.
So first you come because it's an interesting subject, then you stay because it's excellent, and in the end you're very proud of it because it's in the hands of everyone. Like so many people like, 'Oh, I'm working for whatever consulting company and I'm doing some portal to download invoices for your PG&E.' Wow, great. Like, so many jobs are like that. You're not going to tell that to your grandma. But if you go to see your grandma and say, 'I do this so that you can play video on your laptop,' they understand. And this is very important, right? Because you're working on VLC, FFmpeg, H.264. It's in the hands of hundreds of millions of people and you have an impact. And so you can be proud of yourself. And so I think that in addition to doing a great resume, all those things are why people contribute.
Yeah, those are side effects. My favorite quote on this topic is John Collison. He said, 'The world is a museum of passion projects.' You know, everything out there is a passion project. And open source multimedia and open source in general, you can just do that so much faster. There's such a faster network effect, you know? I can open a cafe and that can be my passion project, but I have to get building codes, I have to build a building, I have to find a location, I have to do all the, you know, all sorts of things. Well, in the software world, that passion project can be, can move quickly, it can be amplified by the network effect, and that amplification can be more than the sum of the parts. You know, you can be, you can find people interested in extremely obscure things and have a network effect and make something that is truly amazing.
And on that topic of passion projects, Tim Sweeney actually said in a reply to a tweet that was complimenting JB. He said, quote, 'Many things in the world only happen because an awesome person decides to do it. This is the case with VLC.' And that speaks to something interesting to me, that it does seem that a small number of people, sometimes one person, can create something incredible in the software world. Like you said this over and over and over. I think JavaScript is an incredible thing created by, initially a single person. Some of the programming languages like Python and C and Java, like just one person has this vision, has this design, and brings it sometimes over a weekend is the initial spark.
Yes, Linus built Git in two weeks. Wow.
It changed the world, Git. I mean, it really changed the world.
Linus' passion project. 'Hey, I'm uploading this tarball to an FTP, like deal with it.'
But for me, it's not just in software, right? And I believe in individuals that are going to change the world, right? And it's with a good, as you said, vision, right? I want to do that. It is useful, it will be useful. And whether it's going to like build train or cars or rockets or something like, I believe people who believe in themselves and have a vision can have a huge impact for humanity.
Let's actually zoom out before we zoom back in. We'll just keep going up and down the stack. So you know, we've been talking back and forth VLC and FFmpeg. Kieran, you said that FFmpeg and VideoLAN, VLC coexist, and there's no central point of importance. It's a kind of what you call the binary star system. Uh, they succeed because of each other. Can you explain the difference, how they interact? What is the— are they competitors?
I don't think they're competitors. I think the simple answer is, the short answer before I go into detail is VLC is to FFmpeg as Android is to Linux. So they depend on each other, but they coexist because of each other. So they are a binary star system is the analogy I used.
By the way, I feel horrible that I just recently learned that Alpha Centauri, the closest star system to us, is a triple star system.
And when you start doing the physics, it's a nightmare, right? But, but, but like—
Hence the three-body problem. But anyway. So a lot of FFmpeg pipelines involve the x264 project, which is a VideoLAN project. I would put a finger in the air and say 80-plus percent of those pipelines are dependent on a VideoLAN project. VLC, obviously, as we've discussed, a VideoLAN project, uses FFmpeg, gives it reach, exposure to weird files, historically used some donation money to fund FFmpeg development, and we'll talk a bit maybe about some of the reverse engineering later. So it's a binary star system. They work and feed off each other. Many of the developers are shared. There's no central location. It's a virtuous cycle working together.
And we should mention that x264 is the encoder for H.264 video standard. So H.264 is the standard. X264—
Is the open source implementation of the standard—
—that's used by basically everybody— for everything. It's, that is the main driver of this. When you think of an MP4 file that has H.264 codec in it—
If it came from a software environment, like a data center or somewhere, the chances are it was created with x264.
And that's under the flag of VideoLAN.
That's a VideoLAN project. So in the VideoLAN graphic, it sits in the VideoLAN world.
And VideoLAN has a, says a bunch of stuff in it. Go to the VideoLAN website, there's a bunch of icons.
Like if you look, there is so many libraries, right?
libdvdcss— libdvdnav, libdvdpsi, libvlc of course, vlc-unity, libblu— Blu-ray. Uh, yeah, there's many more.
And there is so many more, right? Lately, lately the dav1d project that we might talk about is the last project from VideoLAN. It's everywhere, right? And we do, we have a libspatialaudio lately that we announced. We have a—
We'll talk about that later.
—which is like an insane project— but amazing. So and x264 is one of those VideoLAN projects. And my opinion, for example, is that x264 was, is the most amazing encoder ever designed, and this helped the adoption of FFmpeg. A lot of people and large companies went through FFmpeg because they wanted to use x264, and x264 increased the popularity of FFmpeg. But also VLC had its popularity because it's played so many files that were done by FFmpeg, right? So it's, it's many projects that are intertwined and work together.
Yeah. Unfortunately, there's a, there's a thing on X where VLC is mentioned and there's people, 'A quick reminder that it's FFmpeg inside doing the actual work.' And that, and that's like I said, it's not, that's not the case. We work together.
And to give you an idea, right? When I compiled VLC for Windows, I compiled around 16 million lines of code, right? One million of those are inside the VLC repository, and FFmpeg in total is probably two, around two, right? But so it means that so many dependencies are outside. And if you also look at FFmpeg per se, FFmpeg also is integrating third-party libraries like x264, but LibOpus and so many others, right? So we all depend on each other.
Uh, yeah, that's why I was hoping to do this episode as we are doing that just kind of joins FFmpeg and VLC— because it's really, it's, it's really two of the same, like you said, binary star system and we're all just orbiting it. Can we give a shout-out to some of the people along the way? We didn't really quite talk about the history of FFmpeg, so— maybe can you tell me about Fabrice? Can you tell me about Michael Niedermayer? Can you tell me about some of the key figures here?
Let's just talk about the eras of FFmpeg, because there's key eras and key people that made this possible. Uh, Fabrice Bellard, as you mentioned, creating the concept, and then probably in the 2000 era, I would call the era, eras tour of FFmpeg is the 2000 era was Michael Niedermayer. So key things he got done was exhaustive support for DivX and Xvid at the time, and all sorts of weird variants of what's known as MPEG-4 Part 2. So this predates the MPEG-4 Part 10 that we're used to. So this was 2000 era video codecs where there were, oh, flavor after flavor of weird decoders. At the time in the 2000s, you needed a new player to play every different type of file format. So there was Windows Media Player to play Windows Media formats. There was RealPlayer to play RealMedia formats. And those were the other, the other key thing in FFmpeg at the time were native decoders for those. I actually do remember being a teenager, I must have been, figuring out there was this one player that could play, could decode these files without having separate bloated players. Because at the time when you downloaded RealPlayer, there was a ton of other stuff in there, a ton of ads, a ton of other things, and just having a simple library that was fast led to that. And then I think 2008 was a, 2008 onwards was a big change because that's when H.264 got its maturity and I think something hopefully we'll talk about a bit more. This was the beginning of high definition video. So H.264 was the key decoder of that. So I'd call that the late 2000s and 2010s, and that's when the big reverse engineers came along and really did astonishing work. The beginning was a single player that could play Xvid, DivX, Windows Media, and RealPlayer was already a massive achievement in itself without codec packs, without weird stuff you had to download that had weird ads and weird spyware.
VLC 1.0 was out on those times, 2000, 2009, 2010. And this is like where it exploded.
Yeah, without codec packs, it just works— across all these different—
It, de facto, it's just like all the codec packs are FFmpeg inside VLC, plus we have other modules for all the type of codecs.
But back at the time that wasn't, is there were weird, in the 2000s, there were weird codec packs with DLLs coming from this place, DLLs coming that—
—with spyware, with you know what. It wasn't reliable, you didn't know, and having a single player that was open source or single playback module/player that could do this that was open source. But I think the thing to emphasize is this task in the 2000s that Michael did was Sisyphean. It was really, the number of edge cases are poor beyond comprehension in terms of you could have a Chinese CCTV system that did one weird variant of MPEG-4 Part 2, what's known as MPEG-4 ASP, and that was a weird variant, and you had to fix that without breaking everybody else— times a million.
So that's, so you said that's where a lot of the reverse engineering was happening.
It started in the 2000s with the Windows Media stuff because that was— proprietary. It started with the RealMedia, so with Benjamin Larsson.
Kostya Shishkov, that era. Those were the key, that was the key groundwork. And then in the 2010s was kind of the Paul Mahol, Kostya era building, doing some of the most difficult codecs. JB maybe can talk about GoToMeeting 4 and GoToMeeting 5, and—
What? What's the GoToMeeting?
So, like, let's talk about this amazing Ukrainian guy called Kostya, who was at that time living in Germany, and who was in love with Sweden, right? He— And the guy was the most... He's like, like a lot of the people in the community are very clever. He's one of those who are, like, borderline geniuses, right? He was able to reverse engineer extremely complex codecs, and he does that, and we do a bit of engineers with Kieran, but clearly not at this level.
Um, he reverse engineered binary blobs, which are 20 megabytes?
Yeah, so just for reference, one megabyte binary blob to reverse engineer is probably order of magnitude a month of work, and this guy is doing 20, 30 megabyte blobs. Maybe we'll talk about that in a minute, about the subtleties of how you do that. But this guy is doing it for very difficult and very obscure codecs.
And did that for fun, right? And so GoToMeeting was a big problem with VLC because that was like the number one feature request for a long time, so I put a bounty. And the guy at some point said, "Okay, JB, I'm going to do it." And in a matter of two months, and then he explained how he did it. He was just like, "Oh, I looked at the code, like this looked like a DCTs that I used to see on WMV and so on." He did that, and the funniest part is that the code he's written is a ton of jokes. And there is, there is a ton of JB, right, my name, and, and Kempf and Kempf and Kostya jokes inside the code. The code is beautiful, right?
So one of the things I wanna comment is I've gotten a chance to speak to some of the developers, some of the assembly language level people, and they all always make everything sound like it's kinda easy. There's a kind of humility because, maybe just the level of what's required to do this stuff is so high that everything else seems easy, I guess is the lesson to take away from that.
So in the community, like some of the most impressive people are the ones doing reverse engineering— and the other ones doing the assembly folds, right? Um, and both of those type of people are amazing. x264, for example, became amazing because of a guy called Loren Merritt— who is, was from University of Washington, I think.
And who was, like, who made everything great and fast doing a ton of assembly. Um yeah. So this is like the the golden era, I guess, where so many things got done.
So, yeah, if you look at Kostya, for example, he looked at the world as a binary specification. He didn't need documentation or anything. It's, "I have a binary and I can figure all of this out." And he regularly used the phrase binary specification. "Ah, you know, it's not a problem." And he would go away, and he would come back, and he would do interesting stuff.
Can you actually speak to the details or add color and texture to what it takes to reverse engineer a blob?
Yeah. So let's look at GoToMeeting, for example, is a good one because, um, I record a meeting on GoToMeeting, for example. How do I play it back without needing this GoToMeeting player? There may not even be a player. I may, I may need to send a recording of a meeting to someone that doesn't have a player or whatever. So first of all, there's a ton of other stuff there. There's an actual video conferencing client. You need to go and find, it may be easy, it may not be easy to find the actual module doing the decompression. You need a way to actually dump the YUV data from the module. So often it involves opening in a disassembler, trying to guess where the hooks are to incorporate that module and run that module natively to decode a sample file. So figure out where this module is doing the decoding process and find a way to hook in and output the raw YUV data, 'cause you will need that— as a point of comparison for when you actually do the reverse engineering, 'cause you'll need to be bit exact or in some cases close to bit exact. And then you open up your disassembler, use a lot of intuition to go and figure out, you know, where the DCT is, where's entropy coding. There, there is a kind of, not a rule book, but there's always a pattern of some sort. For example, GoToMeeting, you know it will be a s- a lot of screen codec tools. There's also different variants, so often I think there's, what, GoToMeeting 4, 5—
Well, 2 or 3, 4, I think.
So as you mentioned here, going to Perplexity, GoToMeeting uses its own proprietary codec for older s- recorded sessions historically stored in WMV files that require a special decoder to play properly on Windows. Without this decoder installed, Windows Media Player and some editors cannot decode the video track, so you may only hear audio or see a black screen. Boy, do I remember that. But this is reverse engineering that.
This is key, right? Because the GoToMeeting is something that not many people know anymore, right? Well, you know about Zoom and, and Teams and so on. But like, now let's fast-forward 10 years, 15 years, and like this is a GoToMeeting.exe for Windows 32 bits, right? Which is like, oh yeah, but I'm on Android, I'm on an iPad, I'm somewhere else, right? How are you going to do that? I'm going to be on RISC-V, on Arm. Those are blocked, but there are tons of files we need support for the future. And this is why those type of work are— exceptionally useful for humanity.
I just have to say, though, that reverse engineering process is mind-blowing. It's crazy. It's like, it's a kinda like, you know, I've been reading a lot and interview archeologists. I mean, you just have so little signal. Yes, yes, you know over time you get so much experience, you understand the structure of the original code, so you can kinda start inferring basics. But you're like— And we like archaeologists with a little brush trying to reconstruct the entire human civilization.
Kieran is too humble, but Kieran has done some reverse engineering also.
Of CineForm, yeah, at the time, um—
... yeah, at the time before actually led to the open sourcing of that work. Um, so in parallel to doing the binary side, you obviously have samples. In many cases, you don't have many samples so you have to figure out what all the different flavors are, and you may have a s- So CineForm, for example, is actually a collection of different approaches and toolkits within that codec 'cause often it grows naturally. And the hard part is finding a sample that gets you kind of somewhere to start without having to implement 10 different other things. So start there. I think thankfully at the time I found a sample by pure chance that had a lot of flat blocks. It was animation, so that really helped a lot because it wasn't using particularly complex coding tools, et cetera, and you could kind of get somewhere and then, and then build up and build up until you figure, "Hey, here's a few bits here. I missed this. I missed this, this if branch that it does," and go, "Oh." So when we say samples, you mean sample videos— and then, and then you're tracking, trying to infer, like, what is this codec doing— by observing the sample and then looking at what, at the lo- at, at the machine lo-
... "Ah, I have byte, this byte is six. Take this branch." And in a different sample, oh, it's—
... so you see, this is nuts. Then you go to things like GoToMeeting.
... two order of magnitude of more complexity. A guy alone somewhere in Germany doing that. And for a long time, you work, you're in a black box because a decoder, for a long time, because there is so many steps from the entropy decoding, the intra prediction, the motion prediction, the IDCT, and so on. For a long time, you don't see anything, right? So you're debugging purely in memory.
And you may have the buffer that the coefficients are stored in completely wrong, and so you may be going down a complete rabbit hole thinking it's this and then, oh damn, that's not, that's, that's something else, and—
And you're doing that on binaries that are tens of megabytes, millions of instructions, right?
So you're stepping through the debugger, like one by one, you know, instruction by instruction going, "Hey, this instruction changes this. This does this."
Pausing the program on the CPU level. Like it's—
Pausing it, yeah, on the CPU level, watching what's going on, trying to figure out—
Sometimes you need to, like, be in a VM, so yeah, that you can pause the VM.
Yeah, pause the VM, dump the memory, 'cause there could, some of the codecs could have encryption. There could be like a DRM on there. So you need to dump the memory from a virtual machine.
Like when I joined École Centrale Paris in 2003, Jon Lech Johansen basically broke the DVD specification and created DeCSS, showed us how he was breaking a DRM, which was MP4 FairPlay from Apple. What he did on his laptop, and I was young, I was 21, was just like mind-blowing because he was basically debugging Windows inside a type of VM with ex- Like, wow. It's incredible. It's mind-blowing and inspiring.
Does it get, like from your experience and from what you've seen in the community, does it get discouraging? Does it get—
People help you. People send you samples. People are keen. Sometimes you don't have access to an encoder, so this is even more difficult because you just, you just ask and you have to ask for samples. I remember VideoLAN used to tweet for samples at one stage. "Hey, I need this obscure sample," and—
For a long time I was, "Oh, I need this codec, and I need this codec."
And if you were really lucky, you would find like... If you were unlucky, you'd get like one or— you'd get nothing or you'd get one or two, and then they would... Sometimes you'd find a goldmine. It's like, "Yeah, my company has 100,000 of these files 'cause we're dependent on it for some reas-" Um, and so those are the, those are kind of the best if, if... Because then they can test bit exactness across the huge range of coding tools.
Can you explain bit exactness?
Bit exactness, so most but not all video codecs, certainly from about the 2000s onwards, have a bit exact definition, so every implementation must produce exactly the same bits, bit for bit, in exactly the same data that comes out of a decoder.
For like a large number of samples?
For a given sample. So Lex's implementation, JB's implementation, and my implementation of H.264 must match bit exactly. That wasn't the case in the '90s of MPEG-2, probably fair to say one of the biggest mistakes the video industry made, and I think people who were in the room in '92, I don't think, most or both of us were in diapers, I suspect— but have acknowledged I would give a shout-out to Yuri Reznik. He's acknowledged that was one of the big mistakes of the era.
And you're saying the encoders needed to be able to run tests and then the bit exactness. the bit exactness. I mean, that's a nice thing to guarantee. Like there's a parallel sort of development here on the way the web browser works, which is a, you know, takes HTML and displays it, and there's no bit exactness there across the different engines.
I would point out actually FFmpeg is unique in the sense that it's, it has been a winner-takes-all scenario. You have... Browsers is a good analogy because it has to parse a lot of different content and render it in a particular way, like a decoder. But there still are multiple browser engines. There's Firefox's one, there's Chrome's one, there's a few Japanese ones that are pretty decent. That's not been the case in multimedia in general across a wide range of codecs. FFmpeg has kind of won it all, I suppose, in a sense because of, because of the fact that you can get every new codec added is actually worth more than the value of that codec itself because it makes the whole thing better.
Man, this is really cool. Going to Perplexity. Yuriy Reznik is a multimedia and signal processing researcher, got his PhD in computer science from Kyiv University with over 150 papers and more than 80 granted US patents, contributor to major multimedia standards including H.264, MPEG-4, AVC-H.265 MPEG-4 ALS, G.718, and—
G.71 is telco stuff. Telco.
Oh. And so he was more connected to companies.
RealAudio, RealVideo, right? That was—
... very important at that time
... Zencoder, Brightcove, Contex. This, man, I need to hang out with Yuriy. He's legit. And he's like one of the most nice person—
... ever, right? Like for example, for my for my startup that I'm doing right now called Kyber, right? I met Yuriy because I met him every year at the Mile High Video Conference, which is in Denver. And he gave me like so much good ideas and good things. He's like really amazing person.
He tells us how, how, you know— How great it is to be, you know, even know us. And then we just like, you know, you look at that and it's, I think it's the other way around, Yuriy
That reminds me of a thing that you mentioned to me about FATE testing and, like, the insanely rigorous process that's used to test everything that's incorporated into into FFmpeg. Can you take me through the testing process?
Yeah. So FFmpeg has a system called FATE, FFmpeg Automated Testing Environment. Because FFmpeg runs on so many different OSs and can be compiled with so many different compilers, there's been a crazy number of configurations. So you can see the absurd combination of compiler variants, operating system variants, instruction sets. You can see at the top macOS has tons of different variants because it has iOS, it has tvOS.
Well, I'm looking at a page fate.ffmpeg.org. 81 minutes ago, 76 minutes ago, looking at the different architectures, the operating systems, the different compilers, Apple Clang version...
... the combination is insane. RISC-
So these are all run by volunteers, so these are all volunteer systems. The ones at the top, for example, the Macs I host in my office, for example, Host all sorts of different stuff. Other people host other things. So it's really there to make sure... because FFmpeg does quite complex C code, for example, you do have miscompilations. So the compiler will sometimes compile C code incorrectly. For example, this happens once in a while.
Oh, there's like, there's a log of all the compilations.
Yeah, log of all the compilations, all the tests. I think one of the other ones will show all the tests passing.
If you click, you can see all the tests— back. All tests successful.
In logs test, yeah. So you see all those tests are passing of all the different codecs, all the different filter transformations, all the— The level of scale is quite crazy.
On all the combinations. It's not just a matrix at this point. It's like a pivot table of different combinations.
And it's a key part of what we do because you may be able to test something locally, you make a change, but actually that breaks GCC version 11 on Mac or something like that, and you're able to then fix that. We also have miscompilation, so the C code, sometimes the compiler can have a bug in it where it creates the wrong output, and that can have quite a big effect sometimes on a video because of the way frames have dependencies. Even a small change in the output can cascade to actually quite big glitches.
You see PowerPC, you see RISC, you see ARM.
There was PowerPC, there was RISC, there was weird stuff in the past like DEC Alpha. There was—
You see Visual Studio, different versions of Clang or GCC.
Visual Studio, Intel compiler, Apple Clang, you name it.
What are some of the pain points? Like maybe do you have emotional triggers maybe nightmares about a particular operating system, a particular container, codec combination of—
I mean, for me, it's really easy because I have a day job. My company builds... The company I started builds equipment for broadcasting sports matches between TV stadiums and studios, for example. We have to work with 10-bit video, and 10-bit video has a set of challenges that you can't process 10-bit data natively on a CPU. So that means you have to stick it in 16 bits. So that means you have six wasted bits. So there's different packing formats to actually pack the data more efficiently because when you send that over a network, you lose... 'Cause you need to save that 40%. For example, on PCI Express, you may only have bus bandwidth to do that. And so I think internally we have about... Some are industry ones and some are internal to our own hardware that we build. We have a, I think a 5 by 5 or 6 by 6 matrix of every single format to every single other format conversion. In fact, one, one of them I sent you, and they're all written in handwritten assembly, and they're all written, and they all support different CPU generations. So this is really traumatic, handling all these different combinations times a million.
By the way, the company you're talking about is Open Broadcast Systems.
Yeah, so no, no relation to the free OBS streaming service. But JB and I have started companies broadly speaking around the FFmpeg VLC ethos, so that's really low-level work. So in most companies, this wouldn't be written in assembly. It would be accepted that C is fast. As you can see from that, C is not fast.
So here it says 62 times faster than C.
Yeah. So it's taking those, the ethos of doing low-level programming, real-time programming, and using that for commercial applications, and JB and I have started companies around that, in many cases hiring developers from the open source community to use that ethos. And so that's a great example of some of the things we're doing. In most companies, it would be, say, "Oh, I'll write this in C and it's fast and we're done," but actually you can get a lot better.
For me, like, some of the headaches we have is around some OS that are difficult to support, right? Because if you look at VLC and thanks to FATE and FFmpeg, we run on... The last version of VLC runs on Windows XP and still run there and runs on Windows 11. We work on macOS 10.7 to the latest macOS, whatever it is, right, 26. We work on iOS since iOS 9, well, we are actually iOS 26, right? We support many types of Linuxes, BSD, Solaris. The last version still runs on OS/2, right? Like there is maybe 10 users of OS/2 in the world, and one of them is maintaining VLC. Then you realize that this very small team around VLC and using FFmpeg codecs and all the other ones support more OSs than Microsoft or Google or Apple, and they have infinite amount of power and resources. But for example, the worst is iOS. For in order to build on iOS 9, we need to do some very clever mixing of several versions of the Xcode IDE and SDK from Apple, from several versions, and do a type of Frankenstein version of that so that we can still support iOS 9, which is not supported at all by the compiler of Apple in order to still run on Arm32 on iOS 9. And you've seen on FATE that it was still supporting iOS 9, right? So, My headaches are mostly related to the support of so many OSs. And it's important because, like, we receive so many people saying, "Hey, thank you. I still have my iPad 2 to watch movies," and it still works on iOS 9, right? And it's also an impact of, like, not forcing people to buy new hardware when it works fine if you optimize it correctly. Which brings us to what we were saying about assembly. It's also fighting, like, the fact that you need to buy something new nonstop while you could optimize more, which is a lost art.
You gotta tell me about this lost art or this, uh— the carriers of the flame of assembly. What what is, what is assembly? Why is it beautiful? Why is it challenging? How does it work?
So when you write assembly code, you write this using the instructions the actual processor is using directly. So most of the time you would write in a language, let's take C as a good example. The compiler would use that to create assembly language and machine code instructions for you based off your C code. And there's a specific flavor of assembly that we use in FFmpeg that's called SIMD, SIMD, single instruction, multiple data. So this means, for example, say I want to add five to a number in scalar assembly, so this is what's known as you work on an individual element. So I wanna have a number of— I have the number ten and I want to add five. I use the add instruction, and I add five to ten, and I get 15. With SIMD, with SIMD, I can have a whole vector of 16 different numbers. They could all be different. If I want to add five to that, I can run one instruction, and that one instruction sums all 16 elements. And that, as you can imagine, lends itself very well to video. Video is, you know, pixel grid, so I can perform operations on multiple pixels at the same time. The key thing that we do differently in FFmpeg is we don't use any abstractions or any major abstractions on top of that. So there's a part of the world that uses what's known as intrinsics. So these are C functions that behave very similarly but not quite the same to writing assembly by hand. So the registers that data is stored in on the CPU, the compiler allocates those for you. And so the key thing to understand was when we write SIMD is we have a 10x, and not percentage, 10x to 50x speed improvement. That, that function is 62x, um—
... on the FFmpeg account, as you know, posts and tweets a lot about that to try and say, "Hey, we are doing this stuff."
You are a person who sees the beauty in assembly, but it's also extremely useful for these kinds of application to actually— significantly outperform even C, which is crazy.
It is necessary. Right? Because, like, one of the projects that we need to talk about is called dav1d, right? So dav1d is a decoder for the format that was done by Alliance for Open Media which is an, a video decoder called AV1.
So if, for people who don't know, we've been talking about H.264. AV1 is another hugely popular standard and codec that is increasingly taking over the internet.
And when this format was launched many people said, especially even from the Alliance for Open Media, right, which is Google, Netflix, Amazon, uh, Mozilla, say, "Well, this format is so complex, it must be done in hardware to do decoding," right? And well, I arrived with a few other people mostly Ronald Henrik, and Martin, and we said, "We need to have an extremely good software decoder because it's going to take time to have hardware." And so we wrote this project, which is beyond insane. We are talking about 30,000 line of C, but 240,000 lines of handwritten Assembly, right?
Handwritten Assembly, 240,000 lines. That's incredible. That mean— I mean, some of the stuff we're talking about is probably the biggest Assembly code bases.
To give you an idea, and Kieran can correct me, but I think the FFmpeg has 100,000 lines of Assembly for all the codecs.
And just this one has 240,000. It's a VideoLAN project, of course. And it is optimized at the maximum because the motto when we're starting the project is every cycle matters, right? Every cycle matters because David is used in VLC and in some software AV1 playback stacks. We are talking about probably 3 billion devices which are going to decode video nonstop because, for example, 30% of the video from Netflix are now in AV1, 50% of YouTube, right? So, and you often don't have a hardware decoder because not many devices have a hardware decoder. And with dav1d, we realized that with one or two cores you were able to decode 720p correctly. So it is—literally—
That's dav1d. Look at that Lex.
Uh, yeah, so this is another spicy tweet from you. This is what peak video codec should look like, 79.9% assembly—
... 19.6% C and 0.5% other.
And what's incredible is with those tweets, which is factual, people get crazy. They are unhappy, right? They say—
For a year, for the last two years they go crazy, "No, intrinsics is fine. The compiler is..." Oh, they go, "I have never—"
"You can optimize your compiler, auto-vectorization, it's your fault, you don't understand." And we've tried that forever, right?
For two years, and two years later, showing hundreds of examples of handwritten assembly. "No, no, no, you're doing it wrong. The compiler can do this."
So we should actually just articulate a little clearer. So the intuition there from the software engineering folks, when you have code like... Okay, let's just take an example, C++. There's a compiler that's doing a lot of the optimization.
And the presumption is if you have a good enough compiler, if you continue to improve the compiler, you're going to generate code— that can perform like optimal performance. You cannot possibly beat it.
And you're consistently challenging that thought that if you do—
... by orders of magnitude— handcrafted assembly can outperform C.
The two things that they tell us is, yeah, but modern compilers have auto-vectorization, right? Because SIMD that we're doing is vectorization. And like it's not even close, right? It's not even close, right? It's not like 5%, 10% slower. It's multiple times slower.
So can we... I don't know if you can say something philosophically, because there's a lot of great software engineers, great engineers, great machine learning people. Karpathy will listen to this and say, "What's the intuition he's supposed to get from this? What are we supposed to..."
Karpathy learnt assembly because of the tweets by the way. I just... He start— He went, he's like, "Oh, I think this is a movement."
He's like, "Let me figure out what's happening here."
No, no, he, and you know the way he documents his work and so.
Philosophically, what's important to realize is that we passed the time where hardware was going so much faster, right? We are at the end of Moore's law. We have limitation for for AI, for memory. You need to go down in the stack and optimize more to get more power from what you have, because our request for power, CPU power, GPU power are exploding while the hardware is not exploding in speed, right? So you— what people do is that they add more cores, right? But that's basically like at some point you can add 250 cores, right? So what we do is to take every inch of the machine.
Not just that, not just that. We abuse the machine. We go and use, we use the machine in ways that the, that the creator didn't expect. Sometimes we use an instruction that's completely unrelated to what we do. We use a cryptography instruction in video processing to do nothing related.
And one of other things that we do, for example in dav1d, which is a bit crazy, is that we don't use the function calling convention from the operating system.
That is extremely— complex. But basically, usually when you do move from one function in, in code to another, there is a way to save the registers, the state of the CPU to enter another function. And this is like standard.
It's a bit complex. I would simplify this a bit. So, so dav1d does things to abuse the calling convention. You could define the calling convention as I've written a function and I want to call another function. How is the data shared between the functions? Because there's a convention, what's known as a calling convention, and what dav1d does for optimal reasons is create its own calling convention sometimes. So if I wanna call Lex Fridman's library, we got, we've got to agree on a convention so that I can share data with you in the assembly language space. And one of the challenges in assembly is every operating s— well, not every operating system, but there are, well, at least four that I can think of on x86, Linux 32-bit, Windows 32-bit, Windows 64, Linux 64. They all have their own calling conventions. And so one of the amazing things Loren Merritt did, who we talked about before, was create a very lightweight abstraction layer, so you could write your assembly code once and it handled all the calling convention stuff for you, which was always a problem because you had to manage four different variants. But dav1d takes this even further, for speed reasons it does its own calling convention, within itself to bypass the kind of rules, the rules of, the rules of sort of functions and say, "Okay, actually I'm gonna call a function this way because I know it's within my library."
Does it have to be special to every single operating system?
Well, if it's custom, no. But the, the, the challenge is in general, yes, and in terms of, in terms of each instruction set. So the thing to also emphasize is we do this on every instruction set. So every instruction set has its own handwritten assembly, which is even more crazy. And that, that, that matrix has got bigger in recent years because of RISC-V, because of ARM64, because of the new SVE. There's SME. x86 has AVX-512, AVX. So we do runtime processor detection. We see what the machine FFmpeg is running on or dav1d's running on is capable of, because you could be on a laptop from 2008 where this isn't there. Runtime detection, we set function pointers accordingly. And then from then on, off you go.
Or you could be on a machine with RISC-V.
Yes. And in all that, we don't even respect the calling convention of the operating system in order to be faster, because we know that we are going to be called from within our binary, so we can share data without saving all the registers in the common way, because that can lead to loading and saving registers on the L1 and L2 CPU and gets us faster. So that's why I said that understanding CPU architecture, computer architecture is key. And this is also why it's handwritten. I don't know anyone, I've never heard any other project than dav1d doing that. This is why Kieran calls it, calls it an art, right? It is an art.
I think in a mass world, there isn't something on billions of devices. I know there are some specialist industries. I know in high-frequency trading, they take this really seriously, where they're receiving feeds from a market, and they need to react within X number of microseconds, and so the instructions matter. But that's not a mass, you know, a mass-produced thing that's on a billion devices. That's hyper-specialized, running on hyper-specialized hardware. We're running on all hardware from—
Sorry to linger on it, but, like, that's a really counterintuitive, almost, like, revolutionary idea here, that there's a huge amount of value to assembly. Like, what are we supposed to take away from that? Like, what... You know, there's a bunch of people listening to this, they're basically like, sorry, for myself included, you know, I programmed for many, many years in C/C++, going up the standards of C++, fell in love with C++, even meta programming and so on, and then transitioned more and more because of machine learning about 15 years ago to Python. And so, like, for me in this Python world, JavaScript world, now vibe coding, where I'm just using natural language, sitting in my jacuzzi, drinking a drink... and just talking to the computer, re— like, like record stops. Why is the value to go back all the way down to the low level? Like, what's the intuition?
Because you can get more power per dollar invested, right? And sometimes it's going to be a problem that is limited by your hardware. A good analogy is what you see in quantization in LLMs, right? And people are doing, "Oh, I'm going to do that in FP8 or FP4 or some crazy things like Microsoft Phi, who did it in 1.5," because you're constrained by memory, because you're constrained by the machine you can run. Because at some point we are doing real time, and I believe this is going to happen on AI inference also, is that at some point you need to get faster, and you cannot always get harder, More powerful hardware, right? So you need to analyze code and see where, like, where is the mission critical, where is the things that are called nonstops. And for example, dav1d is a good example. It's going to be run billions of hours per day. That makes sense. It doesn't make sense to be on the glue of FFmpeg—
... uh, CLI. It makes sense over there.
Yeah, and this has to do, also we'll talk about it more, but your new effort, your new company, Kyber, is doing that kind of thing for ultra-low latency, so the slogan being, "Every millisecond counts." And when you actually extremely highly constrained in some dimension—
We are also arriving at a point where we've done so many great things, but the hardware is getting back to us, right? Because cost is increasing, because we need more power, and so you're limited by either your CPU, your RAM, or your networking, and you need to optimize, and this is where value is going to be. Especially because, like, doing AI is going to help do the programming of, like, business, right? And so the core thing that you will not be able to vibe code are optimization for the hardware to be as fast as is possible.
I'd love to talk to you about who and how should learn assembly, but first, I think we need a bathroom break. Quick ten-second thank you to our sponsors. Check them out in the description. It really is the best way to support this podcast. Go to lexfridman.com/sponsors. And now back to the episode. All right, and we're back. There's this nice repo with the assembly lessons. First of all, do you think developers should learn how to program in assembly, and how would you go about learning it? What is this asm-lessons?
So I personally wasn't happy with the way assembly is taught in books and online, 'cause it's very grammar-focused, and you don't, in general, learn a language from learning the grammar and the structure. You learn a language by asking someone what their name is, and you start from there, and you go and solve real problems, That you have when you want to communicate. You don't learn sentence structure, and this is the interrogative and the adverb, and all, all the assembly books seem to be doing like that, going through every instruction, even ones that aren't really relevant, explaining what they all do and how they... It, it actually doesn't really change much. So, and the other problem that we have in our community is assembly is taught sort of hand to hand, like person to person, like blacksmithing one by one. That's, that's the only logical sort of analogy, and that doesn't really scale online. It doesn't do other things. So this... I've started a set of assembly lessons in the, in the way it's done in FFmpeg, which is a little bit different to the way assembly in general for... I don't know. I'm trying to think the other good big use case of assembly is in embedded devices, in really low power, cheap devices, and that's completely different to what we're doing here. I think it would be good if you could highlight the requirements, which are quite simple. It's high school mathematics and C. And actually not even C, really, really it's pointers. To emphasize, yes, we've talked about how brilliant this stuff is, but high schoolers like Daniel Kang have written assembly in FFmpeg. I think there's been contributions because of these lessons. So it's really about trying to get this dying art to continue, because we've shown it's possible with dav1d to produce something amazing. There's still a lot of codecs in FFmpeg that are only maybe partially assembly optimized. And so it really, it really starts with basics and continues, explains a lot of the jargon, a lot of the syntax. It doesn't really try and explain to you, you know interrupt handlers and interrupt instructions and all of these different jump targets actually makes this really vector focused.
And describes all kinds of registers: general purpose registers, vector registers, Really nice examples. Oh, this is cool.
It's a classic, yeah, it's a classic example of FFmpeg. But some of this assembly language is really beautiful, and I think it's beautiful because it's kind of like flying a Spitfire. It's really aviation at its purest, but also pushing the aircraft beyond what the designer thought was possible. So we're abusing, for example, sometimes cryptography instructions to do certain things, and there's a level of beauty and art where it's really you and the processor. There's nothing in between. It's you and the joystick of the cockpit, and you move that joystick, and it's physically connected to the ailerons, and you can push that plane beyond what it can normally do, and there's a level of, yeah, beauty and amazingness to go that. But I don't think the sort of person-by-person assembly that is... someone taught me, and I've taught multiple people, is gonna work long run just because of the particular flavor and the way that we do it.
It's literally no, I should... I was gonna say wizards handing it down. Um, I realize I look like a wizard— wearing this hat. But you're basically just like the sages, the wise sages handing— down the craft. Can I ask you about LLMs? Like— can they help?
They had more of an understanding than I expected, but they are still... I've asked it questions, and it still goes and starts hallucinat— not hallucinating, but making modifications, and then I go, "Is it bit exact?" "No." "Fix it." And then it just goes and does the same thing, and it's going, it... There isn't the corpus of information like Stack Overflow to work on.
There is not enough data to train on. And this is the biggest issue. Um, I started my career actually doing some assembly for Itanium, right? So the Itanium is a dead processor type, right, which was done by Intel and HP a long time ago when they wanted to do 64 bits. Well, they lost, and then we got AMD, who did it, AMD 64, which became x86-64. But Itanium was extremely interesting in the sense that those were processors who had a ton of computing power to do floats, FMAs, which is similar to what we need now for, for LLMs, right? And you could pack three operations per line that could be loaded. So basically, you had an output of basically six billion of operation per second, but the bus, the memory bus only allowed 1.5, right? So your, your CPU was four times faster, so you had to do crazy things to, to pack things in memory or reuse the registers, and those type of semantics, no language could do that, right? So like I have the Itanium programming book because Intel did amazing books, but that's exactly what Kieran says. If you don't know what you're, you're going to do, it's impossible to read, right? It's a ton of jargon and so on. While those lessons are amazing because they are targeted to a real problem, and you can do it yourself.
And people have. People have. There are patches, and they said, "Oh, I studied your lessons, and here's my first changes."
And part of that in the lessons is a framework called x86inc, written by Loren when, when he was working on x264, and it allows you to do more things about that to create a type of like not caring too much about different calling convention.