More reasonable constraints on app
rektdeckard opened this issue · 1 comments
I have some feelings about what seem to be arbitrary and restrictive rules that limit the creativity you can have with a Tidbyt device, and was hoping you would consider relaxing some of these:
Image size limits
The 190k (ish) file size limit on anything uploaded directly to a device with pixlet push
has too great an impact on the kind of animation you can do. The way WebP compression works, you might be able to fit a 200+ frame animation using just black and monochromatic pixels, while only permitting 50 frames if you chose to use a large palette, complex motion, fine detail etc. I understand the desire to limit apps to at most 15 seconds to allow frequent cycling, but capping this with an arbitrary file size limit, rather than a real time limit, isn't the way. It discourages cool use-cases like full-motion video, generative art, etc. that is less efficient in terms of compression. I propose inspecting the WebP headers and multiply its Frame Duration
by the number of frames in the file to determine and constrain the length of an image this way.
1-second app execution limit
For similar reasons, the limitation on app execution time is pretty restrictive. I understand the cost of server compute is directly related to how long it takes to execute these apps, but 1 second is quite short. In addition, this is a subjective metric that depends on the machine it runs on, making it both painful for developers with fast machines who receive false positives from pixlet check
. as well as just being a bummer in general.
Is this project dead? That would be seriously disappointing for a rather expensive device.