Removing HEVC support wasn't their choice but probably stems from the licensing pools increasing their prices [1].
Windows media player probably sees very little usage nowadays and probably even less for HEVC, when most content playback happens via streaming and browsers today.
As for the RAM increase, well that's probably a consequence of the general trend of doing frontend engineering via JS/TS instead of using OS native frontend APIs. The advantages are more on the development side of those apps, i.e. you can hire JS UI devs way more easily, and probably LLMs know way better how to deal with a react app than an UML one.
[1]: https://arstechnica.com/gadgets/2026/04/lawsuits-licensing-a...
> The advantages are more on the development side of those apps, i.e. you can hire JS UI devs way more easily
Ah yes, we don't want Microsoft to run out of JavaScript developers to keep improving their desktop operating system in this manner. More webdevs, that's what's going to fix what ails Windows!
HEVC is provided by the official, licensed h265 standard. The open source ~HEVC-compliant codec library is x265 created by VideoLAN but was apparently not an option for Microsoft.
> The advantages are more on the development side of those apps
I mean, I agree, but Microsoft of all companies really should be invested in building Windows native applications. If they can't be fucked to build Windows-native applications, why would anyone else?
Microsoft should be setting the example, and the high bar of what Windows-native quality software should be. It's frankly embarrassing for them that they can't or won't do it.
Windows 11 is not free software. Apple macOS, iOS, ipadOS all support HEVC and Dolby because Apple pays licensing costs, likewise Microsoft should do the same for Windows users, it is not free OS.
'It's worse for our users, but easier for our developers' is an unacceptable tradeoff, they deserve the backlash.