...webm? There's a new one. I'll see if AE can render that way.
I read it has no sound?
Thanks for the input.
WebM is VP8 or VP9 with Ogg Vorbis or Opus audio.
Android 4.4.4 supports VP9, but iOS certainly does not.
Firefox, Opera and Chrome support playing WebM, with VP8+Vorbis or VP9+Opus, however do not support H264 video in Chromium, and mobile Android devices do not support h264 high profile.
Basically "WebM" and "MP4" are containers. not "Video" itself. For all intents they are interchangeable. It's the underlying codec that is the question. Unless the device has hardware decoding support, it likely will suffer. Hence all hardware out there has hardware support for H264, but not VP8/VP9/H265, and no support what-so-ever for Vorbis and Opus. On a desktop this isn't terribly meaningful, aside from the obnoxious way codecs are installed on Windows (can be resolved with ffdshow) MacOS X (Quicktime), and Linux (no support for anything in hardware except software implementations.)
H264 "hardware support" in desktops didn't appear until around 2011. Only Sandy Bridge or later Intel CPU's (i3/i5/i7-2xxx series). nVidia Geforce 8 (eg 8xxx and later)'s PureVideo, and AMD's UVD (HD 3000 and later) actually have H264 video decoders without relying on the host CPU. Earlier versions of video decoders had some partial support due to the relationship between H264/MP4 and earlier H263/H262/H261 common components that were also used in DVD/MPEG-2 decoding. OS X 10.4.x and Windows 7 "Premium" come with software h.264 decoders. This is also why you can't play Blueray discs on Windows or OS X by default because you need a software "player" capable of decrypting the video stream from the disc.
The CPU/GPU requirements to decode video are quite high in software, so in the context of a game, you usually want to use the video that is of the same aspect ratio and resolution of the game so that no stretching/shrinking is required.