Bink Video!

Bink SDK Features

The Bink SDK includes everything necessary to playback Bink movies quickly and easily. It is available for every gaming platform.

Sony PLAYSTATION ® 4 and 5 Consoles

  • Bink 1 and Bink 2 support.
  • Available as a static library.
  • Works with the default PS4 toolchain.
  • Allows you to offload much of the video decoding onto the PS4 GPU using compute shaders - this is up to four times faster than CPU-only decoding! 4K video uses 2.3 ms CPU and 1.6 ms GPU (times overlap, so 2.3 ms is the limit).
  • Includes a complete API for blitting using the console's GPU that is cross platform compatible with the other Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 282 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is WAY less memory than other codecs need. We don't even need extra texture memory - we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Nintendo Switch and Switch 2 Consoles

  • Bink 2 support.
  • Available as a static library.
  • Works with the default Nintendo toolchain.
  • Includes a complete API for blitting using pixel shaders that is cross platform compatible with the other Bink platforms! Use the GPU for beautiful video!
  • The Bink library is about 290 KB and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is WAY less memory than other codecs need. We don't even need extra texture memory - we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Microsoft Windows (all versions, 32-bit and 64-bit x86, 64-bit arm)

  • Bink 1 and Bink 2! Bink 2 requires SSE 2.
  • Available as a DLL file that ships with your application.
  • Should work fine with any Windows C/C++ compiler (including Microsoft Visual Studio of course).
  • Built-in support for background thread decompression - playback is twice as fast on a dual core machine for example.
  • Allows you to offload much of the video decoding onto the GPU using DX11 compute shaders - this is two to three times faster than CPU-only decoding (and the higher the resolution, the bigger the win).
  • Includes a complete API for blitting using pixel shaders that is cross platform compatible with the other Bink platforms! Use the GPU for beautiful video!
  • Supports Windows Audio (WASAPI), or DirectSound with multichannel output.
  • Supplies super-fast SIMD optimized YUV to RGB converters.
  • Can access the YUV bits directly.
  • The Bink DLL is about 300 KB and is completely standalone.
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer. This is much less memory than other codecs need.
  • Can open from a filename string, a file handle, or you can completely overload all of the IO functions. By default, the Bink IO system does all reading on a low-overhead background thread.
  • Includes wrappers for alpha-blitting through OpenGL, D3D 9/11/12, and Vulkan. Source code included to this layer, so you can easily integrate with the rest of your 3D game. Possible to use the Bink 3D buffer API without knowing GL or DX.
  • Bink 2 includes full GPU-assisted decoding for OpenGL, D3D 11/12 and Vulkan.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.

Microsoft Xbox One Console

  • Bink 1 and Bink 2 support - all Xbox One hardware supported.
  • Available as a static library.
  • Works perfectly with Visual Studio.
  • Allows you to offload much of the video decoding onto the Xbox One GPU using compute shaders - this is up to four times faster than CPU-only decoding! 4K video uses 2.3 ms CPU and 2.4 ms GPU (times overlap, so 2.4 ms is the limit).
  • Includes a complete API for blitting using the Xbox GPU that is cross platform compatible with the other Bink platforms! Use the GPU for beautiful video!
  • The Bink libraries link to about 200 KB in your Xbox EXE.
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is WAY less memory than other codecs need. We don't even need extra texture memory - we can decompress directly into the textures!
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Apple MacOS

  • Bink 1 and Bink 2!
  • Available as both Intel and Arm libraries.
  • Supports CoreAudio for multichannel sound output.
  • Access the YUV bits directly (YUV12).
  • The Bink libraries are about 300 KB and are completely standalone (no other libraries are required).
  • Includes wrappers for alpha-blitting through OpenGL or Metal. Source code included to this layer, so you can easily integrate with the rest of your 3D game.
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer.
  • Can open from a filename string or you can completely overload all of the IO functions. By default, the Bink IO system uses all asynchronous background reading on MacOS 9 and uses a low-overhead background thread on MacOS X.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.

Apple iOS - iPhone/iPad/Apple TV

  • Bink 1 and Bink 2! Bink 2 requires Neon (iPhone 4+ or iPad).
  • Available as a static library.
  • Works with Xcode.
  • The Bink library is about 300 KB at runtime and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is WAY less memory than other codecs need. We don't even need extra texture memory - we can decompress directly into the textures!
  • Includes wrappers for alpha-blitting through Metal. Source code included to this layer, so you can easily integrate with the rest of your 3D game.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

Android

  • Bink 1 and Bink 2! Supports x86 and Arm, 32-bit and 64-bit.
  • Available as a static library.
  • Works with GCC toolchain.
  • The Bink library is about 300 KB at runtime and is completely standalone (no other libraries are required).
  • At playback time, Bink needs two full YUV12 video buffers in memory (12-bits per pixel) and a one second data rate buffer. This is WAY less memory than other codecs need. We don't even need extra texture memory - we can decompress directly into the textures!
  • Includes wrappers for alpha-blitting through OpenGL or Vulkan. Source code included to this layer, so you can easily integrate with the rest of your 3D game.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • Can open from a filename string, an OS file handle, or you can completely overload all of the IO functions.

GNU/Linux for x86 and Arm CPUs

  • Bink 1 and Bink 2! Supports x86 and Arm, 32-bit and 64-bit.
  • Available as a static library for GCC.
  • Supports SDL_mixer for sound output.
  • Allows you to offload much of the video decoding onto the GPU using GL 4.3 compute shaders - this is two to three times faster than CPU-only decoding (and the higher the resolution, the bigger the win). On AMD, make sure you have Catalyst 14.1 drivers. nVidia is still working on robust compute shader drivers (hopefully soon).
  • Includes wrappers for alpha-blitting through OpenGL or Vulkan. Source code included to this layer, so you can easily integrate with the rest of your 3D game.
  • Can access the YUV bits directly in several formats (YUY2, UYUV, YUV12).
  • The Bink library is about 200 KB and is completely standalone (only pthreads and glibc required).
  • At playback time, Bink needs two full YUV12 video frames in memory (12-bits per pixel) and a one second data rate buffer.
  • Can open from a filename string, a file handle, or you can completely overload all of the IO functions. By default, the Bink IO system does all reading on a low-overhead background thread.
  • Can completely overload the default memory functions, so that all memory management happens through user-supplied callbacks.
  • 425.893.4300 ph
  • Email us!
  • © 1991 - 2026 Epic Games Tools LLC
  • 3/06/26