The real game is played at the board level and executives. The company itself is just a stage - nobody cares about the company in the long run - one can always incorporate another. The board and the executives care about the company as a mean to an end - to make money off it. How the money is made - it doesn't matter. Sometimes money is made by making product and selling it; sometimes money is made by selling out; sometimes by liquidating and golden parachutes.
A successful public company is that makes the board and the executives rich. Products, employment, etc. is just secondary effects, to make things look not too sociopathic.
People who need to create content already used specialized software and/or machines (aka PC, workstation, server, etc). They are not buying a tablet to replace that.
There is nothing wrong with encrypted/DRM video. There are many applications - one is streaming of licensed (paid) content, another can be surveillance cameras protection over public networks.
If Google lunches were truly free, open to the public, then it can be argued it's not employment benefit/compensation - merely a charitable expense for Google. But if one needs to be a Google employee to get Google lunches, then the lunches are clearly compensation for employment, and it stands to reason that it should be taxable as such.
Therefore it goes to 0 once the hype is over.
Your rendering is slightly slower then 60 fps, say 58 fps. With double-buffering with vsync you have to present at 30 fps. With proper triple-buffering with vsync you can present at 58 fps.
Most games don't care about vsync and will present at the rate of the renderer, causing mid-frame tearing. If you're lucky, the tearing will occur on the top of bottom of the frame and won't be too bad.
Triple-buffering allows to present at the rate of the renderer or presenter, whichever is lesser, AND with vsync without tearing.
8 Catfish = 1 Octo-puss